4. Implement DOT (Damage Over Time) and status effect weapons. The purpose of this in most games is that it introduces a play style of hit and run. This is an important tactic of nimble fighters. For all of these types of weapons, the projectiles need to be slow enough for smaller ships to dodge, but larger ships would have a much harder time since they are bigger, slower moving targets. Here are a few examples of new weapons I propose:
A. The Shield Disruptor.
This slow-moving projectile crackles and glows as it moves forward and when it hits, hit damages shield regeneration. It would stack and last a certain amount of time, perhaps five seconds. If you keep hitting the same spot, over and over, it would do a slight exponential amount of damage for each additional hit, so long as the effect does not wear off before the next hit happens. The downside of this effect is that it is a rather slow projectile with a short range. They would also be dumb-fire. No lock-on. This weapon would NOT be very useful against small fighters (even if equipped on a turret), but small fighters could use it well on a large ship.
B. Energy Distruptor
Each module does 5 energy damage per second, over 5 seconds. The hits stacks with the previous amount of disruption and lengthens the time of the effect from previous hits. The difference between this and a shield disruptor is that it doesn't matter where you hit the enemy, it works the same. So a small fighter could actually completely disable a large ship's power regeneration if they kept hitting them long enough and does not allow the status to come off.
C. Thruster Disruptor
This works the same as an energy disruptor, except it affects thrusters. It could be strengthened with a push/pull/stop module as a tertiary effect, which would affect what TYPE of thrust it affects. A push module oriented forward as a tertiary effect would affect the forward/backward thrust of a ship. A stop module would make it affect the ability of a ship to brake. A push module facing backwards would make it affect the ability of a ship to rotate.
D. Turret Discombobulator
What it does is damages the ability of turrets to turn on their axis, by reducing the effectiveness of the rail mass enhancers. The shots would HAVE TO hit a turret, not the main ship to be efffective. These shots would also be a bit faster than the disruptor varieties, since turrets tend to move around a bit. It could also be modified with a push or pull module (facing a certain direction), which would change the effect to make a turret spaz out, turning in that direction involuntarily and disrupting it's aim. With this, I would also suggest a change in how rail mass enhancers work. Turrets would have a move speed proportionate to the amount of mass enhancers provided. So if there is 50% of the required mass enhancers, it turns at 50% speed, not 1% speed as it is now. The effect stays for as long as the turret keeps getting hit, and the effect grows larger and larger. If the DOT comes off however.. the turret regains full functionality.
5. Implement hacking.
This could basically be a series of mini-games - or simply a hack requiring time. You have to get very close to an enemy ship and then start hacking them. You can also be counter-hacked by a person on the ship you are attempting to hack. It would work fastest while in astronaut mode and touching the ship. While you are hacking, you are unaware of the outside world (unless you die). The larger a ship is, the harder it is to hack. You can hack their shields, energy regen, thrusters, open all doors on the ship, or disable all AI turrets - you choose. If you succeed, shields/energy/thrusters are brought down entirely for 30 seconds, all the doors on the ship open, or all turrets are turned off for 30 seconds (and then reset to their previous state). If you fail, you lose nothing. However if the enemy ship being hacked had a "Feedback Computer" installed, it sends a power arc toward the hacker upon an unsuccessful hack. It would do significant damage to shields and power if the hacker was in a ship and would do significant damage to an astronaut, possibly killing them. It only affects the person who attempted the hack, not everyone else nearby. The more modules attached to this feedback computer, the stronger the effect would be. This would encourage smaller ships and boarding parties with the intent of hacking! Also, a combat scanner would tell a pilot if someone is attempting to hack them.
Hacking Mini-Game Ideas (New! 01-20-16):
There are so many possibilities. Many games throughout the years have introduced mini-games for such things as lock picking, hacking, etc. So, what would be appropriate for StarMade? I am definitely curious to know other player's thoughts on this, but here's what I have so far for some thoughts.
A. Matrix-style
Hacking:
This is arguably the most complicated route to go, but I think it would be pretty cool. You plug in and enter an alternative world that has three dimensional properties. This "world" would be procedurally generated, with a virtual base being the target. Weapon systems, shields, doors, and turret AI systems would have physical counterparts which would need to be disabled by the hacker. The larger these systems are on the real ship, the more difficult it would be. Perhaps the virtual manifistation could be a modular base that is like a maze. You have to navigate through it to find the system you want to affect. The larger the mass of the ship, the larger the maze is. When you find the system you want to affect, the hacker holds down their right mouse button to initiate deactivation. The larger the system is, the longer it takes. Perhaps the virtual base could also be player designed, being docked segments that HAVE TO comply with certain rules (such as being a certain size, have a docking port on different edges and docking modules on the edges. It could be configured that players also start in a small fighter ship in this universe (which they cannot exit) and instead of right clicking on systems, they have to destroy them. More than one hacker can join this virtual world at a time, but when all hackers have left, it resets to it's default state.
Counter-Hacking:
To banish the hacker, a member of the ship being hacked plugs into the virtual world equipped with a weapon, and has to kill the hacker.
B. 2-D Asteroids Style
Hacking:
A 2-dimensional game opens up and a person is piloting a simple 2-d ship that shoots straight shots. They have to fly around and find the systems floating around. The larger the ship they are hacking, the more asteroids are around to impede their traveling and the farther apart the different ship systems are. There might also be somewhat dumb AI controlled ships flying around, working as the ship's natural self-defense system. Once the hacker finds the ship system they want, they have to destroy it.
Counter-Hacking:
A member of the ship being hacked enters the world with their own ship and a pointer directing them to where the hacker is.
C. A Simple Hacking Console
Hacking:
This would not be a mini-game at all. The hacker simply selects the system they want and starts the hack. The larger the ship is and vitality of the system, the longer it takes. For example, how long it takes to hack the doors would simply rely on the mass of the ship for the calculation. Shields would rely on the amount of shields, shield rechargers, AND mass - it should probably take longer than opening doors. Disabling turrets would rely on the number and mass of attached turrets, not taking into account the main ship size. Etc.
Counter-Hacking:
To counter hack, a member of the ship being hacked has to respond within a certain timeframe and initiate the counter hack. If they don't respond fast enough, however, there will be nothing they can do. Perhaps it could show an animated progress as it "searches for the hacker." When the hacker is found, they are booted from the system (and punished if a Feedback Computer is installed on the ship).
D. A memory game - One Example
Hacking:
A ship would have a certain amount of points necessary for each system to be disabled, calculated based on the strength of the system. For example, disabling shields may take 10,000 points on a particularly strong ship, 2,500 to open the doors, 6,000 for disabling turrets, etc. The hacker has to play a memory game, where they flip over different panels which have symbols on them. They have to match them up to other ones of the same type, getting points for each successful try. When they reach the number they need, options to hack the different systems open up.
Counter-Hacking:
The counter-hacker could initiate a counter-hack, which would "search for the hacker," (like the simple console hacking), but with a twist. They can change the order the panels are in to further twart the hacker, there perhaps being a cooldown time per change they make before they can make another change.