Author |
Alanstar's Suggestion Thread |
Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:14  
Electronic Warfare
Name: Auto Targeting System (WTS)
Type: Electronic Warfare
Energy Drainage: 5
Cool Down Rate: 10 Seconds
Minimum Range: N/A
Maximum Range: N/A
Stackable: No
Description: This system automatically locks onto the next closest target. This allows for quick engagement without worry of having to find target.
Name: Gravitational Field (SID)
Type: Electronic Warfare
Energy Drainage: 5
Cool Down Rate: 10 Seconds
Minimum Radius: 0 GU
Maximum Radius: 1K GU
Stackable: Yes
Description: Gravitational Field is an AoE effect that slows ships in area down, thus lowering its top speed by 6%. The more GF involved in battle, the slower the all ship become in the area.
Name: Weapon Disrupter Pulse (WDP)
Type: Electronic Warfare
Energy Drainage: 5
Cool Down Rate: 10 Seconds
Minimum Radius: 0 GU
Maximum Radius: 300 GU
Stackable: No
Description: Weapon Disrupter Pulse is designed to disrupt all ship's (Ally/Enemy) weapons within the radius, allowing other players to escape. This effect lasts for only 10 seconds.
Name: Energy Transfer Beam (ETB)
Type: Electronic Warfare
Energy Drainage: 15
Cool Down Rate: 0.85 Seconds
Minimum Range: 0 GU
Maximum Range: 150 Range
Stackable: Yes
Description: Energy Transfer Beam allows for a player to transfer their own energy to a ally. This system is very high taxing on players system and will drain his energy fast.
[ This Message was edited by: Alanstar on 2010-07-27 11:54 ]
[ This Message was edited by: Red October *TO* on 2010-10-14 02:15 ] [ This Message was edited by: Red October *TO* on 2010-10-14 02:20 ]
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:15  
UGTO Specialized Armor
Name: Nanite Armor (NA)
Type: Armor
Protection Type: Multi
Weakness: Low Defense
Self-Repair: No
Stackable:: Yes
Description: Nanite armor is designed by Nanites that form a strong bond with each other. Each nanite is preprogrammed to change shape to counter different types of attacks.
Name: Quick Reaction Armor (QRA)
Type: Armor
Protection Type: Kinetic
Weakness: Explosive
Self-Repair: No
Stackable: Yes
Description: Quick Reaction Armor is designed to break off just moments before projectile impacts it. This reduces damage to the hull from projectiles after regular armor fails. The amount of WRA that breaks off depends on how strong the projectile is.
Name: Anti-Explosive Armor (AEA)
Type: Armor
Protection Type: Explosive
Weakness: Energy
Self-Repair: No
Stackable: Yes
Description: Anti-Explosive Armor is designed for better protection against explosive damage at the cost of all-around protect. When UGTO was faced with ICC missile bombardments, this type of armor was tested and approved for deployment.
Name: Energy Diffusion Armor (EDA)
Type: Armor
Protection Type: Energy
Weakness: Kinetic
Self-Repair: No
Stackable: Yes
Description: Energy Diffusion Armor is designed to absorb the energy and spread it evenly through all the armor on the ship. This allows minimizing the amount of damage received from a certain spot on the armor.
[ This Message was edited by: Red October *TO* on 2010-10-14 01:40 ]
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:15  
ICC Weapon
Name: Hybrid Fusion Cannon (HFC)
Type: Weapon
Ammo: Explosive/Kinetic/Energy
Energy Drainage: 4
Cool Down Rate: 0.85 Seconds
Minimum Radius: 50 GU
Maximum Radius: 1.5K GU
Description: Hybrid Fusion Cannon is designed to be able to load different types of Shells to do different kinds of damage. There are three different types of shells designed for HFC.
Name: Heavy Hybrid Fusion Cannon (HHFC)
Type: Weapon
Ammo: Explosive/Kinetic/Energy
Energy Drainage: 8
Cool Down Rate: 0.85 Seconds
Minimum Radius: 50 GU
Maximum Radius: 1.5K GU
Description: Heavy Hybrid Fusion Cannon is a larger design of HFC and deals more damage the original version. It also takes more energy to fire off each shell from the cannon. There are three different types of shells designed for HHFC.
Name: FTL Hellfire Howitzer (FHH)
Type: Weapon
Ammo: Explosive
Energy Drainage: 15
Cool Down Rate: 5 Seconds
Minimum Radius: 300 GU
Maximum Radius: 2K GU
Description: FTL Hellfire Howitzer is designed to send large explosive slugs traveling across vast distances to impact the target. Each slug upon impact, would detonate to create a 50 GU AoE explosion. For each shot fire sends off a massive signature spike, which is like sending off a flare.
[ This Message was edited by: Alanstar on 2010-07-27 06:17 ]
[ This Message was edited by: Red October *TO* on 2010-10-14 01:44 ]
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:16  
UGTO Weapons
Name: Light Matter Cannon (LMC)
Type: Weapon
Ammo: Energy
Energy Drainage: 1.5
Cool Down Rate: 0.85
Minimum Radius: 0 GU
Maximum Radius: 300 GU
Description: Light Matter Cannon is designed to slow down targets when each shell hits. Each shell slows the ship down 0.10% of its top speed.
Name: Heavy Matter Cannon (HMC)
Type: Weapon
Ammo: Energy
Energy Drainage: 2.0
Cool Down Rate: 0.85
Minimum Radius: 0 GU
Maximum Radius: 300 GU
Description: Heavy Matter Cannon is designed to slow down targets when each shell hits. Each shell slows the ship down 0.25% of its top speed.
[ This Message was edited by: Alanstar on 2010-07-27 06:19 ]
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:17  
ICC Shielding
*Reserved.
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:17  
Kluth Weapons
*Reserved.
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:18  
Kluth Drones
*Reserved.
[ This Message was edited by: Alanstar on 2010-07-27 04:18 ]
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:40  
Gang Systems
*Reserved.
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-07-27 04:41  
Little Info...
Kinetic = Projectile Based Weapons
Explosive = Explosive Based Weapons
Energy = Energy Based Weapons
This system I am designing is based off Rock, Paper, Sissor type gameplay that would basically give every ship a role in the battle field. This is all being suggested and thought off in attempt to add more variety and strategies to the gameplay in Darkspace.
Even if this system is not implanted into the gameplay, it will allow for Developers to look back and find some inspiration.
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