KingSub
Well-known member
- Joined
- Aug 31, 2018
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- 1,203
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- Server
- Korell
- Main Pilotname
- Black Giant
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- 99
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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.

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.