Make cloaks take up the shield slot, and give them a fraction of the capacity and regen rate of the top class competitive shield that they're meant to replace.
Introduce a powering down mechanic in which ships can power down their shield, power core, engines, and weapons in order to be untargetable, and invisible to scanners while still being physically visible.
Make thrusters and shields take up cargo space in such a way to force smaller ships choose between high armor, high efficiency thrusters, heavy shields etc.
Make mine droppers that can spawn weapons platforms, time delayed flak effects, large radius CD effects, and direct core drain effects.
Make a fighter class flak gun with low damage and small radius for shooting down slow missiles and slow torpedoes.
Have gunboat missiles also give a flak and cd effect, and allow certain gunboats to mount gunboat torpedoes on cd slots.
Fighter class "blink" packs that can jump a fighter anywhere within a short radius of where the pack was triggered (fighter jump drive derivative).
Give battleships a thruster speed of their max impulse speed, and let them mount thrusters to allow ekill maneuvering that doesn't involve mashing ekill and impulse controls.
Introduce a piece of equipment that can cloak stationary ships within a set radius but not the mounting ship itself - provided that it is fueled and also stationary.
A new class of torpedo that takes up two weapon slots, one that spawns a relatively long lived, inert mine to serve as a targeting point, and the torpedo itself which is fired at the targeting point at an obscenely slow rate to allow the opportunity for the targeting point to be shot down before the torpedo reaches the target. Can have a very large variety of payloads, depending on what the cost of the ammunition is, what ships can mount it, and how easy it is to deploy. Ex: cruise disruption within 10k radius, massive shield and/or hull damage, high energy displacement (flak style pushing ships away), instant and large radius hull damage of 1 to decloak ships, etc
Convert barges into jump ships capable of having transports dock on it, while having no ability itself to dock on anything but shipyards, and having no ability to hold cargo on its own in any meaningful capacity (have the cloak take up ammunition)
(03-19-2013, 06:53 PM)EisenSeele Wrote: Some random ideas.
Make cloaks take up the shield slot, and give them a fraction of the capacity and regen rate of the top class competitive shield that they're meant to replace.
Introduce a powering down mechanic in which ships can power down their shield, power core, engines, and weapons in order to be untargetable, and invisible to scanners while still being physically visible.
Make thrusters and shields take up cargo space in such a way to force smaller ships choose between high armor, high efficiency thrusters, heavy shields etc.
Make mine droppers that can spawn weapons platforms, time delayed flak effects, large radius CD effects, and direct core drain effects.
Make a fighter class flak gun with low damage and small radius for shooting down slow missiles and slow torpedoes.
Have gunboat missiles also give a flak and cd effect, and allow certain gunboats to mount gunboat torpedoes on cd slots.
Fighter class "blink" packs that can jump a fighter anywhere within a short radius of where the pack was triggered (fighter jump drive derivative).
Give battleships a thruster speed of their max impulse speed, and let them mount thrusters to allow ekill maneuvering that doesn't involve mashing ekill and impulse controls.
Introduce a piece of equipment that can cloak stationary ships within a set radius but not the mounting ship itself - provided that it is fueled and also stationary.
A new class of torpedo that takes up two weapon slots, one that spawns a relatively long lived, inert mine to serve as a targeting point, and the torpedo itself which is fired at the targeting point at an obscenely slow rate to allow the opportunity for the targeting point to be shot down before the torpedo reaches the target. Can have a very large variety of payloads, depending on what the cost of the ammunition is, what ships can mount it, and how easy it is to deploy. Ex: cruise disruption within 10k radius, massive shield and/or hull damage, high energy displacement (flak style pushing ships away), instant and large radius hull damage of 1 to decloak ships, etc
Convert barges into jump ships capable of having transports dock on it, while having no ability itself to dock on anything but shipyards, and having no ability to hold cargo on its own in any meaningful capacity (have the cloak take up ammunition)
Why i feel that you made everything unbalanced and OP ?
Yeah, it would open up tons of different tactics for all ship classes in a large variety of environments. Nebulae and and asteroid fields could actually become sites for ambushes and smuggler havens. Perhaps if there's also a way to repair ships over time while powered down, it would lead to even more diverse scenarios. Presumably, all ships would have the capacity to power down all non critical systems built in, with no special equipment needed.