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Submit Ideas For New Modules Here And Give Feedback


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#81 blinkin

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Posted 01 February 2013 - 11:14 PM

updated and bumped

#82 blinkin

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Posted 02 February 2013 - 02:06 PM

bump

#83 blinkin

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Posted 03 February 2013 - 12:43 PM

bump

#84 blinkin

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Posted 04 February 2013 - 11:54 AM

bump

come on i know there are more ideas than just this.

#85 INSEkT L0GIC

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Posted 06 February 2013 - 08:19 PM

ECM Interface Module (Enable ECM Mounting) - This allows ECM to be mounted on a non-ECM mech. It should have a high GXP cost for end game players.

Currently mechs that have ECM available have less Module slots anyway. This requires other mechs to have an additional unlock requirement to do the same.

Alternatively:
Give current ECM enabled mech variants 1 more Module slot, but they are required to have a Basic ECM Interface Module (ECM Interface Module Level 1) installed to mount ECM.
Other Mechs will require an Advanced ECM Interface Module (ECM Interface Level 2 Module) to mount ECM on it.
When implemented by MWO, players that currently own at least 1 ECM enabled mech will have the Basic ECM Interface Module (ECM Interface Module Level 1) unlocked for free, plus 1 free Basic ECM Interface Module (ECM Interface Module Level 1) already installed on that mech.

Edit:
(former forum moderator mode on)
PS. You can link to individual posts / responses on these forums. I recommend doing that for each suggestion in the OP.
For suggestions from outside this thread I recommend you Quote it and post it to the thread as well, so they are easier to reference & to keep it active
A quick description next to the Module title in the OP would help for us "I don't know if this was suggested yet but.." types as well.
(former forum moderator mode off)

Edited by INSEkT L0GIC, 06 February 2013 - 08:26 PM.


#86 Aetherspawn

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Posted 06 February 2013 - 08:32 PM

This probably doesn't count as a module, but whatever.

Make AMS an upgrade and re-work its ammo system to be somehow infinite (seriously, who runs out of the stuff anyway?).

Then provide 3 levels of upgrade for AMS:
- No AMS
- Flak AMS (the current AMS plus small buff). 2 tons (infinite ammo), 2 slots.
- Flak + Advanced AMS. 4 tons, 4 slots

Advanced AMS can confuse missiles causing them to become much less accurate and/or spiral off into the horizon randomly like a magic shield. Artemis guidance system will completely counter advanced AMS. Advanced AMS has virtually no effect on SSRMS and SRMS.

Edited by Aetherspawn, 06 February 2013 - 08:33 PM.


#87 Ashnod

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Posted 06 February 2013 - 09:25 PM

Increased JJ fuel or something that would change the trajectory (more explosive / violent take off) small recharge while air born etc

#88 blinkin

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Posted 08 February 2013 - 02:01 AM

View PostINSEkT L0GIC, on 06 February 2013 - 08:19 PM, said:

(former forum moderator mode on)
PS. You can link to individual posts / responses on these forums. I recommend doing that for each suggestion in the OP.
For suggestions from outside this thread I recommend you Quote it and post it to the thread as well, so they are easier to reference & to keep it active
A quick description next to the Module title in the OP would help for us "I don't know if this was suggested yet but.." types as well.
(former forum moderator mode off)

did not know about linking to posts, thx. as far as a short description: the list is already very long a short description for each could easily double the length.

will add in the post links, but i think adding descriptions will make it far too cumbersome.

#89 focuspark

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Posted 08 February 2013 - 09:21 AM

Ghost Target

Allows equipped mechs to drop beacons off which emit the FFID of their team. Once targeted unaided sensors detect the target as the mech which dropped the beacon, but damage isn't registered correctly nor does weapon loadout appear. This is designed to confuse enemy forces, which should believe the beacon to be an enemy mech with which they will lock on LRM fire and waste ammunition. Beacon should last until destroyed. 10 health, 25% an LRM fired at it will destroy it (ex: 5 of 20 from LRM fire should hit the beacon).

Panic Module

Limited use per match. When used against an enemy mech, the pilot of that mech is shown constant damage being applied to his/her mech via the paper doll flashing damage to sections randomly for 5 seconds. No damage is actually applied. The idea is to confuse and/or cause panic in the affected mech's pilot.

#90 focuspark

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Posted 08 February 2013 - 09:26 AM

Sensor Jammer

Limit use per match. Effect lasts 10 seconds. When used against a targeted mech, that mech loses any targets and lock-ons they currently have, is prevented from attaining any new targets and/or lock-ons, and their HUD flickers widely making use of aiming reticle difficult. Additionally, heat vision becomes completely useless for 10 seconds as the disruption being broadcast appears like a blindingly bright light when viewed in the IR spectrum.

#91 blinkin

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Posted 09 February 2013 - 05:06 PM

updated and bumped

#92 blinkin

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Posted 12 February 2013 - 10:57 AM

bump

#93 Corvus Antaka

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Posted 12 February 2013 - 11:49 AM

25% more jumpjet fuel

10-20% more armour to 1 mech location (RT/CT/LT, Legs, Head) ie the hunchback hunch

#94 blinkin

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Posted 13 February 2013 - 12:06 AM

updated and bumped

#95 Rocket2Uranus

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Posted 13 February 2013 - 12:33 AM

COUNTER ECM-
Module that blocks enemy ECM and Makes you immune to the effects of ECM. FOREVER

Edited by Rocket2Uranus, 13 February 2013 - 12:33 AM.


#96 blinkin

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Posted 13 February 2013 - 03:05 PM

http://mwomercs.com/...ed-gyro-module/

#97 MightyBolamite

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Posted 13 February 2013 - 05:01 PM

Ammo Hoarder
This module increases the amount of ammo stored in a Mech by a small percentage.

Ex. Increases Gauss slugs by 1, SRMs by 10, not too much but enough to be worthwhile.
Maybe have ones separate for missile and ballistic ammo types?

#98 MadMarauder

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Posted 13 February 2013 - 09:21 PM

REAR VIEW MIRRORS!!!!!!!

#99 blinkin

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Posted 14 February 2013 - 11:32 AM

updated and bumped

#100 blinkin

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Posted 15 February 2013 - 01:20 PM

bump





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