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Future Technologies for Pirate Galaxy

KingSub

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What's that?
Heya o/ i have some ideas for future content 😁



1. Reverse-charge

Casts a significant symbol to the target enemie for 16 sec. active time and 50 sec. cooldown time. It removes stundome/stuncharges and disturbs the magnet-trap.



2. Battlefield Turret

Spawns an Turret that is attacking enemies in range of rockets. active time 120 sec. cooldown time 90 sec.


3. Absorption

When the target enemie is hit with the absorption tech, all the attacks he does will be reversed to him as e.g enemies shoot with sniperblaster, he will shot with sniperblaster back from the caster. when the enemies does stun techs, the stun techs will reversed too, except turret techs will not work. active time 7,5sec. cooldown 40sec.

*opposite of damage inverter*



4. Laser-Beam

Drills into the enemeis hull and leaves brand marks with x% damage over time when the attack is done. overall shoot time like sniperblaster 0,5 sec, for the x% damage could be 10 sec or less without disturbing the cooldown time. active burn damage 5 or 10sec. cooldown 20sec.



5. Impulsfield Turret

In rocket range this Turret will stun incoming enemies and will create an specific aggro to disturb them. effect will turn off when the Turret is destroyed. active time 90 sec. cooldown time 100 sec.


6. Reworked Taunt


This Version of the Taunt will create an aggro to the enemies so that they cant fly into orbit. The taunt will disturb the ships components e.g the systems will overload or random systems will be activated, it will happen in conicidence. Active time 12 sec. Cooldown 35 sec.


7. Burntrail

This tech will make enemies an burning attack. limited to 3 enemies, the less enemies are, the more damage will be set to the enemie(s) splitted damage. e.g 3 enemies will get 10% damage. 2 enemies will get 15% damage and 1 enemie will get 30% damage. active time 1 sec. cooldown 40 sec.



8. Defector

This tech will be similiar to the Allies Cover. All allies within in range of an blaster will get an boost for their shield, protectors with recover effect for both techs. active time 18 sec. cooldown 35 sec.



let me hear what u think about that😊


fyi: active and cooldown times are just some ideas how they could work out.
 

Vesperion

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Ugh... why are you doing this... now i have a challenge ahead of me :sweatgrinning:

1. Reverse-charge

Casts a significant symbol to the target enemie for 16 sec. active time and 50 sec. cooldown time. It removes stundome/stuncharges and disturbs the magnet-trap.
So basically something like a "cleansing" skill to counter debuff Effects as counter to Stunners and Chromes/Slates (MT). Question here is if SSG would be able to make it so that it is "noticed" as active even when another affect is applied. If you use for example the AB AFTER you have been Stuned or Traped you have slightly more speed then with an active AB.

Try to fly with an active AB into an MT and you will notice that the effect will hit you much more then when you start it after the effect has been applied. So SSG needs to cover that this item would work all the time eith 100% instead of just "initial work"

2. Battlefield Turret

Spawns an Turret that is attacking enemies in range of rockets. active time 120 sec. cooldown time 90 sec.
Here i can only compare the Turrets that we have in some Missions as extra fire support and would basically function like Rep/Buff Turrs could be an interesting idea but maybe go overboard in terms of the damage if used in bulks (look alone at Para R-Turr Strat)

3. Absorption

When the target enemie is hit with the absorption tech, all the attacks he does will be reversed to him as e.g enemies shoot with sniperblaster, he will shot with sniperblaster back from the caster. when the enemies does stun techs, the stun techs will reversed too, except turret techs will not work. active time 7,5sec. cooldown 40sec.

*opposite of damage inverter*
Basically that what a "real reflection" is or can also go through as counter. In terms of the time it may need a bit more (10-12 secs). In PvP relative usefull due of lower CD times while in PvE the times of the CD is higher (i think ~3 secs between each usage) so it would be good in PvP but not really excell in PvE situation.

4. Laser-Beam

Drills into the enemeis hull and leaves brand marks with x% damage over time when the attack is done. overall shoot time like sniperblaster 0,5 sec, for the x% damage could be 10 sec or less without disturbing the cooldown time. active burn damage 5 or 10sec. cooldown 20sec.
Sounds like a Thermo but better in terms of the CD time and in return would then render Thermo "useless" cus why use it when the beam has just a fraction of the CD. So to equal it out CD would need adjustment.

5. Impulsfield Turret

In rocket range this Turret will stun incoming enemies and will create an specific aggro to disturb them. effect will turn off when the Turret is destroyed. active time 90 sec. cooldown time 100 sec.
This depends a bit on the "Stun ability" like will it be an "perma active AoE Stun effect" or does it need to be triggered and only against one unit? If it needs to be triggered i see not much use for it in any situation when from 1 unit all others can kill it due of "not affected".

6. Reworked Taunt

This Version of the Taunt will create an aggro to the enemies so that they cant fly into orbit. The taunt will disturb the ships components e.g the systems will overload or random systems will be activated, it will happen in conicidence. Active time 12 sec. Cooldown 35 sec.
Good old Taunt... well i have given in some other post my idea already like beeing an "forced target lock" to the pilot who has it active (if multiple activate at the same time only the 1st activation counts and overrides all others) and while it is active the Caster receives a Def Boost of 50% or maybe even 75% (to withstand all the units hating him during the time :devilish:). As indicator during the active time it should give something like a "ring" that will aggro all units that are in the ring or enter it during the active time. So you have a ship that gets all the attention along with a buff to withstand all the attention and the rest can focus on shoting rather then seing an all the time aggro switch where even Engies are "more aggresive :ROFLMAO:"

7. Burntrail

This tech will make enemies an burning attack. limited to 3 enemies, the less enemies are, the more damage will be set to the enemie(s) splitted damage. e.g 3 enemies will get 10% damage. 2 enemies will get 15% damage and 1 enemie will get 30% damage. active time 1 sec. cooldown 40 sec.
Sounds like a "cheap Rocket" limited to 3 units rather then "everyone in the AoE" radius. From the name it would be more fun to actually "draw a line" that is burning and every unit that is in this fire gets dot effect so that you can even call it "Thermo 2.0" :whistle:

8. Defector

This tech will be similiar to the Allies Cover. All allies within in range of an blaster will get an boost for their shield, protectors with recover effect for both techs. active time 18 sec. cooldown 35 sec.
So an RF but extended to even heal Shielding tech then? considering the CD of the Shields/Prot it may not really be more usefull then an RF but the added shielded dmg can of course make a difference but needs then coordination to get most of this item. Maybe it would here be better to give like AC an active Shield that regens during the time of the Defector and without the benefit that the caster will be healed for hits against the shield then..
 

KingSub

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What's that?
1. Reverse-charge
this tech need adjustment in active and cooldowns but it will work well against chromian and slate and the ne0n ships as well..

2. Battlefield Turret

since we have already Paragneiss without afterburner SSG could build a turret ship with all. turrets that is existing to creat something like the real planet defender. cooldown and active time should be the same as the existing turrets..

3. Absorption

damage inverters turns damage into healing when its active. this will give the attacks straight back. except turret and stun techs. if the enemie does rocket or orbital tech the enemie will hit with it back. this is really great😁

4. Laser-Beam

you can call it a laser blaster. imagine the laser from mantis hive the big beam. this will make great damage will small amount of branded damage in ships hull. as e.g first shoot it makes damage like sniperblaster damage, then it drills into the ships hull and makes a branded damage for up to 5 sec even when the active time is already over.. branded damage you can call it.

5. Impulsfield Turret

it will stun all existing enemies with no limitations and creating great aggro in rocket range. this will not strong as stuncharges but strong as stundome. cooldown and active time should be like magnet trap.

6. Reworked Taunt

you cant destory taunt ships anymore so easily.

7. Burntrail

you can imagine the burntail as a quick explosion if someone gets podded. but the effect should be bigger to see its animation better. this will need some adjustments but less enemies, the more damage will be set.

8. Defector

this will change the gameplay in pve and more in pvp/cq. i think its a great idea to create an engineer ship with this tech. sure it needs adjustments
 
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