Example: a module increases a particular guns RoF but makes it take up more slots. Higher pilot skills reduces this increased slot drawback, maybe even slightly boosts the RoF.
Speed Burst Module: a module that greatly increases a Mechs speed for a short duration.
This can be handeled in various ways or even have modules of different flavors.
1 - restricted to Heavy and Assault hulls only
2 - can only be used 3 times during a match, generates some additional heat
3 - unlimited use, generates a lot of extra heat
4 - unlimited use, lasts longer, but causes damage to the mech
4a - increases speed, can be sustained, but causes damage to the mech
We all know that I was thinking of those desperate Base Camp cappers when a fight doesn't go in your opponents favor.
Additional skill levels can reduce the negative drawbacks to some degree.
Some Mech models can have built in reduction(s) to the drawback of the modules. Taking my example from above, the Highlander 733-C may have a "when a ballistic module is fitted, this model has a fixed additional 20% reduction in slots needed by a ballistic weapon affected by the module".
Also there seems to be a lack of AoE type weapons or modules. I'll leave it up to the devs to decide if these should be modules, mech model bonuses, pilot skills or mech skills. Even consummables, there is a lack of variety there. Some modules can have a consummable counterpart with slightly different effects.
Example: Speed Burst Consumable for option 1 above. The modules are the unlimited usage flavors while the consummable is the one with the 3 shot use per match or it doesn't last as long or generates more heat vs the module version. Also, the consummable doesn't require a corresponding pilot skill unlock or is benifitted by drawback reductions from the pilot skill.
Smoke Screen is mentioned in another post by another player.
Blinding Glop - sprays black oil in an area and gets on everyones cockpit windows, causing difficulty seeing for a few seconds. X shots per match or long CD (cool down) before next use.
Seizure Goo - sprays heavy tar in an area and slows all Mechs that walk on it. Lasts on the ground for X seconds or maybe can be for the duration of the match. Limited number of shots.
SSRM Mass Volley - restricted to light Mechs, fires off all remaining SSRM ammo in an area. Missiles divided by the number of Mechs potentially hit. Obstacles will of course block the shots. Can cause serious damage or just ends up scratching some paint, all depends on how much ammo the light had at the time.
Ammo Apocalypse - jettisons and explodes all remaining ammo, none-missile or perhaps including missiles, in an area. Damage is also taken by the Mech exploding his ammo. There is no shielding from this manuever for all Mechs friend or foe caught in the blast radius. A planned maneuver? A self-destruct when caught in a ring of enemies? This will give those light mechs circling and killing the slow big ones something to think about. Restricted to Heavy and Assault hulls.
Weapons Overheat - for X seconds all weapons generate more heat but do significantly more damage and/or fire faster. Limited number of uses per match? Causes damage to Mech? Long CD? Again some Mech models may specialize in this and get a built in reduction to the negative, drawback effects.
Mech Launcher - a special jump jet, limited use, flys the Mech very high into the air say 500m. Will take damage on landing unless regular JJ's are employed to break fall. Mechs that can't fit JJ's might take a pass on this one because the landing would be quite detrimental. Pilots choice.
EMP Blast - fires an AoE that can damage components of Mechs caught in the blast. Alternatively, can cause Mechs to power off like overheating now does. Can have different varieties that cause ammo to explode or certain weapons to jam/take damage. Don't use this when team mates are near!
Missile Shield - deploys a ground AMS battery that is significantly better than the one slotted on Mechs currently. 5000 ammo and protects team mates in a 200m area. Drawback, any guided missiles are affected, including team mates and your own. If it can be done an advanced version will not interfere with team mates guided missiles.
Heat Overload Device - deploys a ground device that causes foes to heat up in a given radius.
- Advanced version lasts longer and/or affects a larger radius.
- Alternatively, there can be a Heat Overload Module that emminates from your Mech. The ground device would be the more powerful one.
- Also may affect team mates. On a 2 second delay before it generates massive amount of heat. I can see a light mech during one of those sniping matches running into a group of enemies hunkered down behind a hill to deploy it on their poptart party.
Side Note: there doesn't seem to be a support repair role employed presently in the game. It's all out damage at this stage. Personally I feel there should be some support repair Mechs, they do little or no damage, but can repair in the field. Maybe all Mechs can fit such tools but they took up tonnage and slots of course.
So these are some of my ideas and suggestions for modules and some game mechanics included with them. Add any ideas you may have, more there is the more interesting & dynamic battles will be.























