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Brainstorming and Crazy Ideas

darloth edited this page May 24, 2016 · 7 revisions

Secret Project: Hyper-Reactive armor - stores a value per hex, and if it would be destroyed and still has charges left, ignores ALL damage and subtracts a charge. Charges are restored... when? Could just recharge slowly in a tick function, or perhaps when the armor is repaired to max hp. Acts as a flat upgrade to reactive armor because unlike reactive, HP is never wasted, charges are also never wasted (if the HP can absorb the hit, it does so - otherwise the charge saves the armor tile) there's no maximum it can block, all that sort of stuff.

Analysis: Seems doable, but balancing may be a bit weird.


Secret Project: Spatial rift armor - when incoming damage hits it going a particular direction, it absorbs the entire damage event and cancels it, but also causes new secondary damage events (doing the same type of damage) at alternative directions. Makes sure never to assign damage to another spatial rift hex, so a ring of this armor around, say, an AM generator will -ensure- that nothing will ever damage that AM generator while the armor holds. Has a certain number of activations, shared between the entire linked armor set (unlike most armor spatial rift systems ARE contiguous, and so you could have multiple different ones). When it runs out of activations, does absolutely nothing and damage goes through unimpeded.

For extra credit and a massive coding headache (possibly even impossible) make this a modifier like Bulkhead, so you just ring your AM core in spatial rift modifiers (possibly spilling over onto other systems).

Analysis: Would have been doable if not for Particle Lances and Warheads.

Honestly that's good though, don't want something to be uncounterable -- Darloth


Intergalactic artillery cannon: Would take heavy scripting, but a planetary cannon that spawns an uncontrollable ship that's basically just a self-destruct device and a rocket motor and maybe a layer of basic armor, and hurls it at the target. Said target can and probably should be in a different star system, but since it's an actual ship being used as a projectile, it can be intercepted by anything along the way.

Analysis: Exceeds coder skill level.


Progenitor tech tree ideas:

  • Semi autonomous high-c munitions - Missile / torpedo / something launchers with inter-system range.
  • Warp Prism - A triggerable ability that fires a laser at every enemy vessel in moderate range.
  • Stasis Field - A triggerable ability that suspends target fleet (self target is allowed) in an invulnerable stasis field for 120 seconds...
  • Singularity Ripcords - teleport fleet to any system with a black hole, for a fixed FTL cost.
  • (v. difficult implementation) Chronoclone projector - doubles your support ships with clones of themselves from another timeline. (They should ideally then go away after a while, and not cost any maint while they're around... or maybe infinite duration but drains energy - though that would all be even harder to code.)
  • Temporal flux projector - hits another fleet with a debuff that reduces combat efficiency to 50% and immediately reduces velocity and acceleration to 50% of current.
  • Gravitic distortion shields - flat 20% chance to ignore projectiles or laser hits.
  • Micro-warpgates - designable combat ships can deploy into active gate, becoming stationary but otherwise unchanged in combat strength. Less size restrictions than gate stations, but still has to touch front and back ends.
  • Semi-newtonian space-time keels - Instant acceleration up to a certain speed - thrust applies as normal past that, but deceleration to that speed is much increased, and then it can instantly change direction once it's down to there.

Stellar Converter - secret project somewhere near lasers / hyperdense lasers. Must be used when very near a sun, has medium range so that it can't hit the edge of the gravity well, does gigantic laser damage and can target planets.