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Additional Module Ideas


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#1 Graugger

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Posted 20 December 2013 - 01:58 PM

Hello, I was playing and an idea for a different type of module dawned on me. If I think of any more I'll post them here as well.

Type-9 Silhouette Identification Module - Mech Module
An additional module that is added to the sensor array, the Type-9 uses the mech’s active sensors to determine the outline of an enemy mech that is in line of sight. The outline of the targeted mech that is in line of sight is indicated by a red glowing outline around the target, if friendly mechs are in between the module equipped mech and the target their outline is marked blue or if an additional enemy mech is in the way they are indicated by an orange outline.

Edited by Graugger, 29 July 2014 - 12:22 PM.


#2 Graugger

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Posted 06 April 2014 - 03:26 PM

High Efficiency Coolant - Mech Module

Tier 1 - 15,000 GXP
Tier 2 - 25,000 GXP
Tier 3 - 50,000 GXP

Increases the cooling efficiency of heat sinks / double heat sinks by allowing for faster heat dissipation and a higher heat saturation level. This is accomplished by using expensive, and experimental coolant fluids similar to those used in the double strength heat sink.

TIer 1 - +1 Maximum Heat Saturation & (+.015 Heat Dissipation (each heat sink))
TIer 2 - +3 Maximum Heat Saturation & (+.035 Heat Dissipation (each heat sink))
TIer 3 - +5 Maximum Heat Saturation & (+.05 Heat Dissipation (each heat sink))

Module Cost - 15,000,000 C-Bills

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Gauss Capacitor 3 (Consumable Module) - 3 Gauss discharges without charge time. 20,000 C-Bills
Gauss Capacitor 6 (Consumable Module) - 6 Gauss discharges without charge time. 40,000 C-Bills
Gauss Capacitor 9 (Consumable Module) - 9 Gauss discharges without charge time. 60,000 C-Bills

Capacitor that can be used to fire gauss rifle instantly rather than waiting for the weapons built in capacitors to charge.

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TLRC - Target Lead Reticle Computer - Mech Module

Computer module that projects a red circle where to fire the selected weapons group's fastest travelling weapons and stand the best chance of hitting the target. IE a weapon group of an AC/5 and an AC/2 the target lead will project for the AC/2 and not the AC/5. Having lasers or missiles in the weapon group cancels out target lead.

GXP - 15,000
8,000,000 C-Bills

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AMSIM - Anti-Missile System Interrupt Module (For ECM) - Weapon Module

Enemy mechs withing 120 meters of a mech with this module while ECM is in disrupt will jam targeting systems for AMS causing them to cease functioning and will also disrupt enemy NARC signals. Will also disable target deprivation modules of enemy mechs within ECM range regardless of LOS.

GXP - 20,000
7,500,000 C-Bills

Edited by Graugger, 29 July 2014 - 12:22 PM.


#3 CDLord HHGD

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Posted 06 April 2014 - 03:28 PM

I like them. ;)

#4 Graugger

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Posted 29 July 2014 - 10:28 AM

Fighter Escort - Consumable Module

Passive module that will activate when an enemy airstrike is placed within 150 meters of the mech that has the module equipped an allied fighter will spawn and shoot down the enemy bomber before it can deliver its payload. If more than one mech has a fighter module equipped and is within 150 meters of the airstrike marker then the nearest mech with the module will have its escort activated.

40,000 C-Bills

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Artillery Resistant Plating - Mech Module

Mech module that decreases the damage armor takes from artillery strikes/

Tier 1 - 10% damage reduction & 30% head damage reduction
Tier 2 - 17% damage reduction & 40% head damage reduction
Tier 3 - 25% damage reduction & 50% head damage reduction

Tier 1 - 5,000 GXP
Tier 2 - 10,000 GXP
Tier 3 - 15,000 GXP

Module Cost - 7,500,000 C-Bills

Edited by Graugger, 29 July 2014 - 12:21 PM.


#5 Nightmare1

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Posted 29 July 2014 - 11:11 AM

Consumables:

Pop Smoke - smoke screen to obscure movement

EMP burst - ECM effect for a few seconds, breaking locks on your Mech and friendlies

Flak burst - does one of two things; could either send a one-time burst of flack upwards to help your AMS shoot down missiles, or, it could be a "metal filings" kind of flak that confuses missiles and causes them to miss.

Illuminating flare - sends a phosphorescent flare arcing into the air, illuminating the battlefield

Non-Consumables:

Coolant Reservoirs - gives a 10% increase to your heat ceiling

Reflective alloys - gives a 5% reduction to beam weapon damage

Reactive alloys - gives a 5% reduction to ballistic weapon damage
*Note, alloys are in lieu of reactive and reflective armors. Only one of these modules can be equipped at a time.

Efficient Jump Jets - gives a 5% heat reduction bonus to jump jets and a 5% thrust bonus to jump jets.

#6 Graugger

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Posted 29 July 2014 - 11:21 AM

I think I like those, mind if I tweak them and give them some basic specifics?

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Battery Unit: Gauss - Weapon Module
Module that charges up at a speed proportional to the number of gauss rifles equipped and can be triggered to instantly pass through the gauss rifles recycle time (charge time not included) draining the battery unit until it is recharged again.

Charge Time - 15 seconds per gauss rifle.
GXP - 10,000
Module Cost - 4,500,00 C-Bills

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Battery Unit: PPC - Weapon Module
Module that charges up at a speed proportional to the number of PPCs equipped and can be triggered to instantly pass through the PPCs recycle time, draining the battery unit until it is recharged again.

Charge Time - 12 seconds per PPC & 18 seconds per ER PPC.
GXP - 10,000
Module Cost - 4,500,00 C-Bills

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Battery Unit: Large Laser & Large Pulse Laser - Weapon Module
Module that charges up at a speed proportional to the number of large laser type weapons equipped and can be triggered to instantly pass through the large lasers recycle time, draining the battery unit until it is recharged again.

Charge Time - 10 seconds per large laser & 12 seconds per large pulse laser.
GXP - 10,000
Module Cost - 4,500,00 C-Bills

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Battery Unit: Medium Laser & Medium Pulse Laser - Weapon Module
Module that charges up at a speed proportional to the number of medium laser type weapons equipped and can be triggered to instantly pass through the medium lasers recycle time, draining the battery unit until it is recharged again.

Charge Time - 5 seconds per medium laser & 7 seconds per medium pulse laser.
GXP - 10,000
Module Cost - 4,500,00 C-Bills

---

Battery Unit: Small Laser & Small Pulse Laser - Weapon Module
Module that charges up at a speed proportional to the number of small laser type weapons equipped and can be triggered to instantly pass through the small lasers recycle time, draining the battery unit until it is recharged again.

Charge Time - 3 seconds per small laser & 5 seconds per small pulse laser.
GXP - 10,000
Module Cost - 4,500,00 C-Bills


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UAC Rapid Loader - Weapon Module (Different versions of the module below)
-
UAC/2 - Decreases the reload time of the UAC/2 by 15% but increases the jam chance by 5%.
-
UAC/5 - Decreases the reload time of the UAC/5 by 15% but increases the jam chance by 5%.
-
UAC/10 - Decreases the reload time of the UAC/10 by 15% but increases the jam chance by 10%.
-
UAC/20 - Decreases the reload time of the UAC/20 by 15% but increases the jam chance by 10%.
-
GXP - 15,000
Module Cost - 5,500,00 C-Bills

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AC Rapid Loader - Weapon Module (Different versions of the module below)
-
AC/2 - Decreases the reload time of the AC/2 by 20% but decreases range by 20% and increases heat by 25%.
-
AC/5 - Decreases the reload time of the AC/5 by 20% but decreases range by 20% and increases heat by 25%.
-
AC/10 - Decreases the reload time of the AC/10 by 10% but decreases range by 10% and increases heat by 25%.
-
AC/20 - Decreases the reload time of the AC/20 by 10% but decreases range by 10% and increases heat by 25%.
-
GXP - 15,000
Module Cost - 5,500,00 C-Bills

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LRM Rapid Loader - Weapon Module (Different versions of the module below)
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LRM-5 - Decreases the reload time of the LRM-5 by 10% but increases minimum range to 200 meters and decreases velocity by 20%.
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LRM-10 - Decreases the reload time of the LRM-10 by 10% but increases minimum range to 200 meters and decreases velocity by 20%.
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LRM-15 - Decreases the reload time of the LRM-15 by 10% but increases minimum range to 200 meters and decreases velocity by 20%.
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LRM-20 - Decreases the reload time of the LRM-20 by 10% but increases minimum range to 200 meters and decreases velocity by 20%.
-
GXP - 15,000
Module Cost - 5,000,00 C-Bills

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Blackout Emitter - Weapon Module (ECM required)
Disrupts long range communications, IE enemy mechs within the ECM bubble cannot call in artillery strikes or air strikes. Also enemy UAVs within the equipping mechs ECM field will not be able to transfer targeting information. Additionally disables NARC and BAP but not enemy counter ECM.

GXP - 25,000
Module Cost - 7,500,000 C-Bills

Edited by Graugger, 29 July 2014 - 12:20 PM.


#7 Nightmare1

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Posted 29 July 2014 - 11:33 AM

Go for it! I didn't have much time to try to balance them well or put XP/GXP or C-bills to them. :(

#8 Graugger

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Posted 29 July 2014 - 12:43 PM

View PostNightmare1, on 29 July 2014 - 11:11 AM, said:

Consumables:

Pop Smoke - smoke screen to obscure movement

EMP burst - ECM effect for a few seconds, breaking locks on your Mech and friendlies

Flak burst - does one of two things; could either send a one-time burst of flack upwards to help your AMS shoot down missiles, or, it could be a "metal filings" kind of flak that confuses missiles and causes them to miss.

Illuminating flare - sends a phosphorescent flare arcing into the air, illuminating the battlefield

Non-Consumables:

Coolant Reservoirs - gives a 10% increase to your heat ceiling

Reflective alloys - gives a 5% reduction to beam weapon damage

Reactive alloys - gives a 5% reduction to ballistic weapon damage
*Note, alloys are in lieu of reactive and reflective armors. Only one of these modules can be equipped at a time.

Efficient Jump Jets - gives a 5% heat reduction bonus to jump jets and a 5% thrust bonus to jump jets.


Smoke Grenades - Consumable Module
Deploys a cluster of 10 smoke grenades 10 meters in front of the equipping mechs torso with a spread of 5 meters between each grenade. Great when paired with ECM.

GXP - 2,500
Module Cost - 15,000 C-Bills

---

EMP Device - Consumable Module
Single use device that disrupts the sensors of any enemy mech within 350 meters for 15 seconds and reduces the accuracy of any incoming missiles during that period by 75%. Also disrupts any enemy ECM within that range for the designated amount of time.

GXP - 12,000
Module Cost - 30,000 C-Bills

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Chaff Plate - Consumable Module
Device similar to a large claymore mine that when activated deploys a sizable cloud of dense chaff that disrupts enemy locks on the equipping mech for 5 seconds and also decreases enemy missile accuracy on the target by 90% for 15 seconds as long as the equipping mech is within 25 meters of the cloud.

GXP - 5,000
Module Cost - 10,000 C-Bills

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Flare Rack - Consumable Module
Rack of 10 flares that when activated deploy into the illuminating the area, flares cannot be shot down and are launched 200 meters into the air and fall at a rate of 1 meter a second. The flares stop glowing once they hit the ground.

Module Cost - 5,000 C-Bills

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Heat Buffer - Mech Module
Cluster of heat absorbing cylinders with cooling lines wrapped around them. Increases maximum heat threshold by 10% however this 10% extra heat dissipates 5% slower than the rest of the heat threshold.

GXP - 7,500
Module Cost - 3,000,000 C-Bills

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Insulated Jump Jets - Mech Module
Jump jets produce 25% less heat.

GXP - 10,000
Module Cost - 4,250,000 C-Bills

---

Enhanced JJ Reserves - Mech Module
Increases Jump Jet power reserves by 15% allowing for longer activation times.

GXP - 15,000
Module Cost - 6,000,000 C-Bills

#9 Nightmare1

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Posted 29 July 2014 - 01:02 PM

View PostGraugger, on 29 July 2014 - 12:43 PM, said:


Smoke Grenades - Consumable Module
Deploys a cluster of 10 smoke grenades 10 meters in front of the equipping mechs torso with a spread of 5 meters between each grenade. Great when paired with ECM.

GXP - 2,500
Module Cost - 15,000 C-Bills

---

EMP Device - Consumable Module
Single use device that disrupts the sensors of any enemy mech within 350 meters for 15 seconds and reduces the accuracy of any incoming missiles during that period by 75%. Also disrupts any enemy ECM within that range for the designated amount of time.

GXP - 12,000
Module Cost - 30,000 C-Bills

---

Chaff Plate - Consumable Module
Device similar to a large claymore mine that when activated deploys a sizable cloud of dense chaff that disrupts enemy locks on the equipping mech for 5 seconds and also decreases enemy missile accuracy on the target by 90% for 15 seconds as long as the equipping mech is within 25 meters of the cloud.

GXP - 5,000
Module Cost - 10,000 C-Bills

---

Flare Rack - Consumable Module
Rack of 10 flares that when activated deploy into the illuminating the area, flares cannot be shot down and are launched 200 meters into the air and fall at a rate of 1 meter a second. The flares stop glowing once they hit the ground.

Module Cost - 5,000 C-Bills

---

Heat Buffer - Mech Module
Cluster of heat absorbing cylinders with cooling lines wrapped around them. Increases maximum heat threshold by 10% however this 10% extra heat dissipates 5% slower than the rest of the heat threshold.

GXP - 7,500
Module Cost - 3,000,000 C-Bills

---

Insulated Jump Jets - Mech Module
Jump jets produce 25% less heat.

GXP - 10,000
Module Cost - 4,250,000 C-Bills

---

Enhanced JJ Reserves - Mech Module
Increases Jump Jet power reserves by 15% allowing for longer activation times.

GXP - 15,000
Module Cost - 6,000,000 C-Bills


I like! :(

+1

#10 Graugger

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Posted 29 July 2014 - 01:31 PM

TSM Interweave (Composite of triple strength myomer and regular myomer) - Mech Module
Actuators with small amounts of TSM embedded into them, when heat is above 35% increases weapon convergence by 15% and increases maximum speed by 10% however arm and leg internals are 10% more prone to critical hits.

GXP - 25,000
Module Cost - 6,000,000 C-Bills

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LosTech Propellant - Weapon Module
Replaces the propellants of all LRMs with a long duration / low thrust solid fuel giving LRMs 50% longer range at the cost of 25% slower travel speed and 50% less impulse.

GXP - 35,000
Module Cost - 8,500,000 C-Bills

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Reduced EM Shielding - Weapon Module
Reduces the amount of shielding on the standard PPC increasing the minimum range to 120 meters however increasing the duration a hit disables ECM to 15 seconds and causes the enemy mech hit to lose lock on its target (though not sensor data).

GXP - 20,000
Module Cost - 3,500,000 C-Bills

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AP shells - Weapon Module
Increases the damage all ACs inflict on armor by 20% however reduces the chances of inflicting critical strikes by 50% and also reduces damage inflicted on internals by 10%.

GXP - 25,000
Module Cost - 5,000,000 C-Bills

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Stabe Rounds - Weapon Module
Fin stabilized rounds decrease bullet drop on all ACs by 75% and increase velocity by 5%.

GXP - 35,000
Module Cost - 8,500,000 C-Bills

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Active Lock Sensor - Mech Module
Detects when a mech equipped with lock on missiles is attempting to target the equipping mech and flashes a warning similar to the (Incoming Missile) warning giving the user extra time to take cover.

GXP - 15,000
Module Cost - 4,250,000 C-Bills

EDIT: Ironically this last module has actually been implemented into mechs directly.

Edited by Graugger, 21 November 2014 - 08:15 AM.


#11 Karpi

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Posted 03 August 2014 - 04:06 PM

such good ideas, I wish they would implement some

#12 Graugger

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Posted 21 November 2014 - 08:38 AM

Got some more ideas I hope Russ and the PGI team inspect.

Orbital Strike - Consumable Module (IS Only)
Much like the artillery strike the orbital strike calls in support from orbiting warships which fire 4 Light Naval PPC bolts at the target area. Each direct hit inflicts 20 damage while spread damage goes out 30 meters from the impact. Any ECM in the area of effect is disrupted.

Note: According to Sarna Light NPPCs inflict 70 points of damage however this is compensated via the spread damage effect and atmospheric disruption.

Module Cost - 75,000 C-Bills

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Cluster Artillery (NARC) - Consumable Module
This is a module I'd absolutely despise however I thought of its so I'm posting it. An artillery strike of 1 large slug that explodes 100 meters above the target area dropping 12 NARCs over the target area. NARCs that hit mechs act the same as if fired from a mech.

Module Cost - 50,000 C-Bills

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Seismic Drone - Consumable Module (Clan Only)
With effects comparable to a UAV the Seismic Drone is deployed to the target location from orbit. Rather than hovering above the ground the Seismic Drone flies down (visibly) and burrows into the ground. Any moving enemy mechs within 350 meters will show as red dots on map (just like a mech mounted seismic sensor) for 30 seconds. Since they are detected seismically and not by direct radar lock they cannot be targeted and as such target data on them cannot be obtained.

Module Cost - 75,000 C-Bills
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AMS Drone - Consumable Module
Drone similar to the UAV that hovers in place but is equipped with the equivalent of 2 AMS systems and 2 tons of IS AMS ammo allowing it to assist in shooting down missiles. The drone has a fly time of 90 seconds before falling unless it runs out of ammo at which point it drops early. The drone can be shot down and does not provide targeting information on enemy mechs nearby.

Module Cost - 50,000 C-Bills
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Probe Sensor - Mech Module
Module that scans specifically for the increased radar output of BAP units allowing mechs equipping BAP to be targeted through ECM and at a 50% greater distance than mechs not mounting BAP.

GXP - 15,000
Module Cost - 4,500,000 C-Bills





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