Forums » Suggestions
Power cells advance & prototype
Its good to tier the power cells, and create bigger, faster, etc, but there is a lot more that we can do with them besides govern power. We don't know exactly how they are made, so in the VO universe anything is possible. Let's explore some other ideas:
Antimatter drive cell: creates a brief sensor lag for you and anything targeting you for a half-second. Triggers whenever boosters are fired, and will trigger only once every 6-30 second cooldown, based on remaining power output. I.E. If the power base of the cell is 20, and the base signal interference cooldown is 30 seconds, then each remaining point from 20 will subtract seconds from the base cooldown. - this thing could entirely cancel a missile lock. The rationale behind it, is that the cell over acts during steady consumption specifically a turbo boost,, and compensates by emitting an emp that distorts any sensor array while active. Cell stats resemble a heavy cell.
Quantum light drive cell: a power cell that produces an energy repulsion field around a ship, and is capable of sustaining two direct hits, with an energy weapon. The effect is only restored after the ship had not sustained any other hits for 5-8 second and has a full power charge meter. The stats resemble a light power cell, with a slightly faster charge, and reduced max capacity. The rationale here, is that when the cell reaches maximum power, it expends the excess overcharge energy into an anti energy field generating the effect.
Ionic containment drive: this is one of my favorites. A power cell with stats resembling a slightly faster charging medium cell. It has the ability to simulate an ionic storm by releasing ions directly into a jump point upon entrance. The storm will last five seconds, and will not affect the user unless he re-enters the jump point from the exit during the time frame in which the storm is active. The effect is triggered by using turbo when one activates the jump. "Adding" ions to a natural storm could intensify or prolong it.
Other ideas, are cells that strengthen or weaken output or charge and provide other benefits instead, such as enhanced engine performance, enhanced sensors, improved energy weapon velocity, or other tricks- attributes such as temporarily crippling hive function in the sector upon destruction of the cell, freezing the hive. And cells that fragment, leaving explosive "parting gifts" inside of loot containers for looters to discover, to more benign effects such as increasing pickup range for cargo in space or shortening jump distances. Combinations of these could be possible. Greater and lesser effects.
I'm not a complete sci fi guy, so if I got my fictional physics screwed up, I apologize.
Antimatter drive cell: creates a brief sensor lag for you and anything targeting you for a half-second. Triggers whenever boosters are fired, and will trigger only once every 6-30 second cooldown, based on remaining power output. I.E. If the power base of the cell is 20, and the base signal interference cooldown is 30 seconds, then each remaining point from 20 will subtract seconds from the base cooldown. - this thing could entirely cancel a missile lock. The rationale behind it, is that the cell over acts during steady consumption specifically a turbo boost,, and compensates by emitting an emp that distorts any sensor array while active. Cell stats resemble a heavy cell.
Quantum light drive cell: a power cell that produces an energy repulsion field around a ship, and is capable of sustaining two direct hits, with an energy weapon. The effect is only restored after the ship had not sustained any other hits for 5-8 second and has a full power charge meter. The stats resemble a light power cell, with a slightly faster charge, and reduced max capacity. The rationale here, is that when the cell reaches maximum power, it expends the excess overcharge energy into an anti energy field generating the effect.
Ionic containment drive: this is one of my favorites. A power cell with stats resembling a slightly faster charging medium cell. It has the ability to simulate an ionic storm by releasing ions directly into a jump point upon entrance. The storm will last five seconds, and will not affect the user unless he re-enters the jump point from the exit during the time frame in which the storm is active. The effect is triggered by using turbo when one activates the jump. "Adding" ions to a natural storm could intensify or prolong it.
Other ideas, are cells that strengthen or weaken output or charge and provide other benefits instead, such as enhanced engine performance, enhanced sensors, improved energy weapon velocity, or other tricks- attributes such as temporarily crippling hive function in the sector upon destruction of the cell, freezing the hive. And cells that fragment, leaving explosive "parting gifts" inside of loot containers for looters to discover, to more benign effects such as increasing pickup range for cargo in space or shortening jump distances. Combinations of these could be possible. Greater and lesser effects.
I'm not a complete sci fi guy, so if I got my fictional physics screwed up, I apologize.
A powercell with a small shield at the cost of weight that could be cracked by a flare or two would be nice.
Most of what you want would be better tied to new addons, and not the powercells themselves.
broken by a flare is fine with me. it would be more like a skirmish shield in either case
one of the reasons I think of power cells is that it's a bit more efficient design-wise to find atypical uses for existing game files and tweaking them there rather than creating extra files. but its just a thought. if the gear was a drop its still gone once your ship is destroyed anyways. other limitations could be bound to ship on equip conditions. also I think of power cells because the output grid can be used in the future to limit more extensively the kinds of addons you could fit them on.
the small weapon variety seems based on about 4 or 5 tropes. the only major differences among them being power, velocity, firing rate, and blast size. this could be increased also. sticky lasers with a self correcting trajectory like boomerangs, bouncing lasers that can richochet off ships and roids, corrosive lasers that do extra damage over time, or rail guns that hamper mobility a bit for a few moments after impact.
missiles seem to have two tropes but I havent seen them all. additions could be low maneuverability-low speed missiles with chafing flares, a missile that becomes a small concussion mine if it doesnt contact anything, a warhead that either damages with its own explosive impact or breaks into two anterior missiles if it runs out of fuel.
for completely new addons, an illusional cloaking device that makes your little ship look like a dent, a deployable rearming station that removes itself from your ship addon slot when you use it, a toggle on/off signal interference device that either allows you to commandeer a furie or a weaker hive at a significant cost to energy charge while active, cargo expansion docks, player-seatable turret mods like for a hog or a rag, or maybe even a UDVR, And a personal mining drone with its own cargo space.
ships currently have pretty typical tropes. for additions a ship like a heavier hornet with 3 small addon slot that is capable of dividing itself into three smaller ships with a small weapon each and similar stats to a centurion mk1 with reduced armor and limited energy reserves. you could use guardian ai for the extras and apply the kill one kill all rule as is for the furies. you would need a built in evasive maneuver upon division. the ability to shed one splinter at a time and not die if the splinter dies would be cool too, and you could balance the advantage by making it a crafted ship splinter by splinter, like furies but with no insurance like the dent. you could delegate splinters to other players too, for turret mode before dividing and small fighter support splinter by splinter.
just fun ideas. if it's a race to power it stops being fun if you have the highest stat, and by the end the same x number of gears become equipped on the same y number of ships who play to win. mobile games in general are terrible in that on the whole its a race to power. it gets boring quick. but this game more than any other has enormous potential, yet is also fun as it is. it could grow beyond being pvp centric.
the small weapon variety seems based on about 4 or 5 tropes. the only major differences among them being power, velocity, firing rate, and blast size. this could be increased also. sticky lasers with a self correcting trajectory like boomerangs, bouncing lasers that can richochet off ships and roids, corrosive lasers that do extra damage over time, or rail guns that hamper mobility a bit for a few moments after impact.
missiles seem to have two tropes but I havent seen them all. additions could be low maneuverability-low speed missiles with chafing flares, a missile that becomes a small concussion mine if it doesnt contact anything, a warhead that either damages with its own explosive impact or breaks into two anterior missiles if it runs out of fuel.
for completely new addons, an illusional cloaking device that makes your little ship look like a dent, a deployable rearming station that removes itself from your ship addon slot when you use it, a toggle on/off signal interference device that either allows you to commandeer a furie or a weaker hive at a significant cost to energy charge while active, cargo expansion docks, player-seatable turret mods like for a hog or a rag, or maybe even a UDVR, And a personal mining drone with its own cargo space.
ships currently have pretty typical tropes. for additions a ship like a heavier hornet with 3 small addon slot that is capable of dividing itself into three smaller ships with a small weapon each and similar stats to a centurion mk1 with reduced armor and limited energy reserves. you could use guardian ai for the extras and apply the kill one kill all rule as is for the furies. you would need a built in evasive maneuver upon division. the ability to shed one splinter at a time and not die if the splinter dies would be cool too, and you could balance the advantage by making it a crafted ship splinter by splinter, like furies but with no insurance like the dent. you could delegate splinters to other players too, for turret mode before dividing and small fighter support splinter by splinter.
just fun ideas. if it's a race to power it stops being fun if you have the highest stat, and by the end the same x number of gears become equipped on the same y number of ships who play to win. mobile games in general are terrible in that on the whole its a race to power. it gets boring quick. but this game more than any other has enormous potential, yet is also fun as it is. it could grow beyond being pvp centric.
if it's a race to power it stops being fun if you have the highest stat, and by the end the same x number of gears become equipped on the same y number of ships who play to win.
a good player in a bad ship can beat a bad player in a good ship any day.
a good player in a bad ship can beat a bad player in a good ship any day.