Forums » Suggestions

Ability Modules

Jun 18, 2026 Player_1 link
I think that these ability modules could really improve gameplay and variety, because instead of just increasing firepower, these could add new strategies and reward clever players. The Phantom and Ghost Modules would encourage strategic ambushes, the Forge Module would encourage team playing, and the other ones would help the game in their special way. These are some examples:

Hammerhead Module
Short burst of high acceleration in a straight line
Deals heavy damage on collision based on speed
Reduced damage taken from impacts (not immunity)
Long cooldown
A high-risk close-range aggression tool.

Phantom Module
Appears as a friendly (green) contact on enemy radar
Breaks immediately when weapons are fired
Recharges when you enter another sector
Helps strategic playing.

Oracle Module
Shows which nearby ships are actively targeting you
Improves situational awareness in combat.

Ghost Module
Does not appear on radar while stationary and not firing
Still fully visible in space
You could hide behind asteroids or bigger ships
Designed for ambushes without full cloaking.

Swarm Module
Automatically destroys or intercepts nearby missiles
Weak in direct ship combat
Encourages positioning and teamwork in combat.

Forge Module
Repairs nearby allied ships over time when not under attack or moving
Cannot repair itself
Consumes energy while active
Repair is strong but balanced so it cannot out-heal active combat
Adds a real support role for group fights and fleet engagements.

Overall, I think systems like these would deepen gameplay by creating more interesting decisions in combat, rather than just increasing stats. The game is already great as it is, but I think additions like this could make it even more dynamic and engaging. Thank you for your consideration!
Jun 18, 2026 Luxen link
This should be broken out into individual suggestions, one as the implementation of a new utility slot (and I'm curious how you'd explain things such as impacts on game complexity, as iirc thats usually why these 'new type of addon port' suggestions don't get too far), with each module getting its own and linking to the master utility slot suggestion.

the addons: sounds *interesting* but I'm not sure that making them pluggable addons is the best way to implement these.

hammerhead: have you tried colliding with small ships in VO? Its really hard to properly align up, especially in combat. This will probably just become a short-range hop for people trying to run away and/or engage, and not get used too much 'in' combat itself.

phantom: given that radar color is defined client-side and some people use complex plugins to mark guilds or individuals as enemies, probably not as helpful as you think. For non-pvp, I'd be worried about this breaking existing missions where NPCs are given faction-based alignment and no direct target. Same with the ghost module. I think this should probably be an NPC ability (such as an ambush drone), but not a player one.

Oracle: I like this idea in PvE, but I don't think VO's radar system is exactly suited for it if it runs constantly; you can run into situations where over 20 bots are gunning for you at the same time, and that'd lead to a LOT of visual noise on the interface. If its a one-time "this bot has noticed you AND you have noticed him back" alarm, I'd actually prefer that to be just base-game, the radar dot getting a small pulse and an audio queue playing (see everspace 2's behavior). For PvP, I'm very unsure how you'd even define the rules regarding this.

Swarm: I can see an argument behind large gunboats and smaller capital vessels using anti-ordinance utility, but that's what the shield turret is. I don't think fighters really need this (especially once ammo-based turrets get reworked). I'd love to see the shield turret reworked a bit, though... but that's for a different thread.

Forge: whats the tradeoff compared to existing repair mechanics? Ever fired a repair gun before? If this is just an aura-based energy-consuming repair utility, then it'll entirely replace repair blasters, which are ammo based projectiles that already cannot out-heal active combat.
Jun 19, 2026 draugath link
Regarding a "Utility slot", this is something that Incarnate has hisorically been against. Here's a link to a post from 2009 where he explains his stance on it, then.