Ballistic: Rifled Barrels
*Increases projectile velocity by 10%
Missile (LRM, SRM, Streaks): Synthetic Fuels
*Increases missile velocity by 10%
Missile (Excludes SRMs and NARCs): Advanced Homing
*Increases accuracy for homing missiles by 5%
Energy (Excluding PPCs, TAG, and Flamers): Focusing Lenses
*Decreases burn time by 10%
PPCs: Improved Plasma Envelope
*Increases velocity by 5% and reduces heat by 5%
Flamers: Improved Heat Shielding
*Reduces rate of heat build up in user Mech by 10%
All Weapons: Resilient Construction
*Increase crit resistance by 5%
All Ammunition-Based Weapons: Lightweight Ammunition Design
*Decreases overall Ammunition weight, allowing 10% more shots per ton of ammo. Note, this would not affect AC/20s or any weapon with less than 10 shots. Decimals would be rounded down. For example, a half-ton of AC/5 ammo is 15 shots. Thus, 10% would be 1.5 rounds. Rounding down would add one shot to the load-out.
TAG: Range Increase
*Boost range by 50 meters
Mech Modules:
ECM: Improved Broadcaster
*Increases range by 10%
BAP: Improved Broadcaster
*Increases range by 10%
Jump Jets: Efficient Thrusters
*Increase JJ thrust by 10%
Jump Jets: Reserve Fuel
*Increase JJ fuel by 10%
*Note: Wolf Clearwater pointed out that it may be best to keep the above values as scaling increments like the current weapon modules for range and cool down, rather than as a flat value like the 10% I included for most of them.
Mech Legs and Gyro: Improved Myomer Muscles and Mech Balance
*Removes the 15 kph penalty when legged and under fire
New Component:
IFF Jammer
*Makes your Mech appear friendly to the enemy team. Would be very expensive. Possibly only certain Mechs can equip? Discussion please.
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Please keep in mind that these are serious suggestions. If you don't like any or all of them, please say why instead of just saying posting something negative. Also, please include what you would like to see changed to make the item(s) in question more viable.
The TAG module is the only one I'm not sure about with regard to whether it, or some variation of it, is already in-game. If it is, could someone please verify. I don't have access to MWO's client this week. Thanks!
Feel free to suggest different values for the numbers. I kept it to 5% and 10% because those are easy to work with for the sake of example. Also, I don't think that they are unreasonable bonus values. If you think otherwise, let me know!
Last but not least, please keep the discussions courteous. Thank you.
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Edit 1: Additional Info and Clarifications
1) Names: Someone mentioned that the names of the modules may not be suitable. If you find the module names to rankle a bit, then please suggest better ones. I just tossed some names out for working titles so that they sound more interesting than, "Medium Laser Cooldown Module."
2) Weapon Modules: These could scale like the current weapon modules, in which case their max rating would not be a 10% increase. However, since several of the ones I suggested cover a complete weapon type, rather than an individual weapon, I thought it better to keep the percentage low for starters. Feel free to discuss.
3) Purpose: None of these modules are meant to act as balancing for weapons or Mechs. They are merely there as end-game content for pilots to purchase to further define their specific play styles. For example, as a HBK, AC/20 loving brawler, I would probably equip my AC/20 range and cooldown modules, and purchase the ballistic velocity module to accompany them. Alternatively, I may purchase the crit reduction to help protect that shoulder cannon. None of these are intended to provide balance; they are merely supposed to be extra Lego pieces for those of us who like playing Legos with our BattleMechs.
4) IFF Jammer: There are a couple of different ways this could be implemented. I discussed it with a fellow MechWarrior so that I could refine the idea and provide better background for it.
Option 1) The Jammer could work similarly to ECM. It could have a 300 Meter Range (longer than ECM), but instead of disrupting sensors, it would instead provide a false signal. Example: If I run an IFF on my Mech and get within 300 meters of yours, the reader's, then you would see my red dorito change to blue. My radar dot would also turn blue. This would not mean a TK if you killed me. It simply means that, within 300 meters, I would appear as an ally to you. This would be very handy if I could sneak up within 300 meters without being seen. ECM could counter the effect. If it proved to be unbalanced, then BAP could probably also be included as a counter along with NARC. It would definitely require more presence of mind since you would need to be familiar with your team. Example: If I surprise you as a BLR and get within 300 meters of you, and you knew that you did not have a BLR on your team, then you would know that I was an enemy using an IFF Jammer (assuming I wasn't already shooting you of course! ).
Option 2) The Jammer would work like AMS with a togglable switch. It would be on by default, and would operate more in the style of the IFF Jammer in MW4. In short, it would jam everyone's IFF, preventing anyone from getting an IFF read on your Mech. This includes friendlies as well as enemies. It would also have no maximum range. Because no one would be able to read your IFF, both teams could target your Mech. Like in MW4, you could appear as a green dorito instead of blue or red. This would require closer teamwork since you would not want your allies to target and shoot you by mistake. The Jammer could be switched off as needed.
5) Lastly, please refrain from trolling or derailing.
End Edit 1
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Edit 2: Adding Information to Clarify About the Energy Duration Modules. Also Adding New Module Ideas by Kissamies.
1) Clarification: The energy duration module I suggested is intended to affect both lasers and pulse lasers, thus decreasing all their burn times by 10%. This is not intended to make lasers fire like pulse lasers as a replacement. It merely speeds up both their burn times. For example, if I ran a Mech with a Medium Laser and a Medium Pulse Laser, with this module equipped, then both the ML and the MPL would each receive a 10% bonus to their burn durations.
2) Kissamies' Suggestions:
UACs: Quality Mechanism
Reduces jam rate very slightly.
C3 Module
Users of this module share all of their sensor contacts, not only the ones they are actually targeting. ECM jams this module.
Links to Sarna C3:
C3 Command Unit: http://www.sarna.net...C3_Command_Unit
C3 Slave Unit: http://www.sarna.net...i/C3_Slave_Unit
In light of recent discussion, it may be best to make the C3 a component feature rather than a module.
End Edit 2
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Edit 3: Additional Info
Added Wolf Clearwater's suggestions to Edits 1 and 2.
End Edit 3
Edited by Nightmare1, 07 March 2015 - 11:22 AM.