L
lance
Ok... I have been thinking of new equipment to make things more interesting in the systems after Draconis. But i have tried to make sure that none of the ideas are completely rediculous, like a lot of the suggestions here.
For the 9th and 10th slot:
All (as 10th) or a replacement for 2nd
collector field: collects everything in a certain radius: the better the collector the bigger the radius.
Storm
Thermodome--
Description: same as thermoblast but effects multiple targets for a shorter amount of time.
Cooldown: same as stun dome
Charge up: same as stundome
Engineer
Temporary invinsibility--
Description: Sound overpowered? If it lasted for 15 seconds (ish) It would not actually make the engi overpowered. It would however stop it from being destroyed so easily in clan wars and CQ's as it could be protected better. Whilst invinsible, all cool-downs stop. (nothing cools down in the period of invinsibility being active).
Cooldown: 90 seconds
Charge up: 2 seconds
Stun
I had a hard time thinking anything up for the stun without it being overpowered.
Leech--
Description:VERY slowly saps targets health and replenishes yours, but lasts for a considerable amount of time. In total, it might leech about 1/4 of the first bar of health if used for the maximum length of time.
Cooldown: 120 seconds
Charge up: 4 seconds
Tank
Target manipulator--
Description: Allows user to select a target and then force the enemy to target it for a set period of time. The better the manipulator, the longer they are forced to target it.
Cooldown: 90 seconds
Charge up: 4 seconds
I also calme up with:
Target hologram--
Used with the target manipulator, has infinite health and is a good target for the tank to use whilst using the target manipulator.
Perhaps the two could be combined into one Equipment slot?
Sniper
Again, hard to make it not overpowered. But, as it is a SNIPER,
Temporary cloak--
Description: Allows the pilot to become invisible (like assassin) and unable to target, IF they are not targetted in the first place. As soon as they fire, The cloak is compromised. This would allow them to get in position before launching an ambush on pirates, and get the first hit in in pvp, ETC. Duration depends on how good the blueprint is.
Cooldown: 120 seconds
Charge up: 8 seconds
Ok, PLEASE post what you think of my ideas, and DONT post any of your own before thinking VERY carefully about how powerful it is. Sensible ideas only. :mrorange:
For the 9th and 10th slot:
All (as 10th) or a replacement for 2nd
collector field: collects everything in a certain radius: the better the collector the bigger the radius.
Storm
Thermodome--
Description: same as thermoblast but effects multiple targets for a shorter amount of time.
Cooldown: same as stun dome
Charge up: same as stundome
Engineer
Temporary invinsibility--
Description: Sound overpowered? If it lasted for 15 seconds (ish) It would not actually make the engi overpowered. It would however stop it from being destroyed so easily in clan wars and CQ's as it could be protected better. Whilst invinsible, all cool-downs stop. (nothing cools down in the period of invinsibility being active).
Cooldown: 90 seconds
Charge up: 2 seconds
Stun
I had a hard time thinking anything up for the stun without it being overpowered.
Leech--
Description:VERY slowly saps targets health and replenishes yours, but lasts for a considerable amount of time. In total, it might leech about 1/4 of the first bar of health if used for the maximum length of time.
Cooldown: 120 seconds
Charge up: 4 seconds
Tank
Target manipulator--
Description: Allows user to select a target and then force the enemy to target it for a set period of time. The better the manipulator, the longer they are forced to target it.
Cooldown: 90 seconds
Charge up: 4 seconds
I also calme up with:
Target hologram--
Used with the target manipulator, has infinite health and is a good target for the tank to use whilst using the target manipulator.
Perhaps the two could be combined into one Equipment slot?
Sniper
Again, hard to make it not overpowered. But, as it is a SNIPER,
Temporary cloak--
Description: Allows the pilot to become invisible (like assassin) and unable to target, IF they are not targetted in the first place. As soon as they fire, The cloak is compromised. This would allow them to get in position before launching an ambush on pirates, and get the first hit in in pvp, ETC. Duration depends on how good the blueprint is.
Cooldown: 120 seconds
Charge up: 8 seconds
Ok, PLEASE post what you think of my ideas, and DONT post any of your own before thinking VERY carefully about how powerful it is. Sensible ideas only. :mrorange: