[@ Secondary Shield Capacitor]
This is a cool idea, but does it suffer from combat recharge rates as well? How is the amount of shields it holds calculated?
It doesn't suffer from combat recharge rates; I was picturing it having its own, flat 'shield regen'/chargeup time. As for amount of shields, I wasn't certain. I was envisioning basing it on chamber blockcount, but in hindsight that would be really inconsistent and kind of a bad mechanic.
[@ shield-enhancing Absorption Modules]
Why don't these work on ion weapons? It seems like these would be pretty useless considering the majority of weapons used to take on shields are, you know, ion weapons...
I was thinking of the idea of specialization countering specialization. IDK if this is a good mechanic, but I was just imagining a fight where my ion alpha beams barely did anything to enemy shields because they decided to mount the Energy Absorption Module, and as I imagine it it'd be incredibly annoying. Remember that the 60% Ion effect from the Reinforcement Module still applies, and that the Shield Polarity Stabilizer exists in my scheme as well.
[@Ship Scanner]
This is cool, but this could use sort of way to transfer the where-systems-are data to friendly vessels.
Ship Scan Broadcaster (passive) - Locations of scanned ship systems will be visible to allied ships in the sector, and cloaked/jammed ships will have their signatures revealed to all ships in the sector as opposed to just the scanning ship. Moderately high TP cost.
Yep. Got that covered, but it would be largely restricted to dedicated intel ships.
[@Ship Scanner]
Also, ships that are doing enhanced scanning that reveals systems should have some sort of indicator to enemy ships. This is like how certain kinds of sonar will reveal you to the enemy as well.
Perhaps a low-TP chamber to detect scanner pings?
So I'm assuming this is combined with a new undeathinator system where you can choose from a list of faction and public permission undeathinators?
Yes, or at the very simplest, if you die outside your undeathinator's range, you end up either back at spawn or at the last infinite-range undeathinator you set.
[@ Warp Gate Systems]
Warp gates should not be allowed on ships. Too easy to abuse. You could make a ship that's just a flying warpgate that sends people into a sun or wormhole to knock them out of the combat zone.
If someone manages to actually sweep across you with a warpgate like that without getting blown up, they deserve that kill honestly. A ship like that would be a giant target, especially considering that it would have to be relatively small to be maneuverable enough to pull something like this off, and it would have specced most of its TP into that warpgate system (and likely mobility) already.
This sounds extremely overpowered. I can boost the regen of ALL ALLIES with any ship big enough to mount this system? I could even have a dozen AI running the things if I wanted to. Even if they don't stack, another one will kick in whenever one gets destroyed. This is inherently broken and should really not be included.
Fair enough; This can be station only, then, I suppose.