Engineer modification speculation

The one concrete example we have turns a weapon on its head with a shield healing capability. All controversy aside for this thread, let us extrapolate from this. Let us think about modifications in this vein: not number increases, but new or different functionality.

I will start:

  • Shield regenerator. Modifies a shield booster, instead of passively increasing shield capacity, this becomes a manually triggered device that replenishes your own shields at the expense of WEP power (self-healing equivalent to the healing beam).
  • FSD: intra-system jumps. Jump to any main-level star (i.e. on the left column in the system map in binary, ternary etc. systems) in the current system, for a fuel expense higher than travelling there under normal supercruise conditions.
  • Hull repair limpets.
  • Launch computer. Docking computer that also gets you out of a starport.
  • FSD disruptor. Instead of interdicting ships out of supercruise, this device slows down FSD charge-up of the target (you may want to have both a normal interdictor and disruptor).
  • Railgun: Instead of automatically firing when charged up, this modification lets a railgun remain charged up. Hold the button to charge - only fire when you release it. Requires longer time before the next shot can be charged, compared to an unmodified railgun.
  • Ammo racks. Turn regular cargo racks into specialized ammo racks. Loading ammo from the ammo rack into a weapon disables the weapon for a time (e.g. 1 minute).
  • Rearm limpets. If you have ammo racks, it can deliver ammo from these to other ships.
  • Hybrid FAOFF. A flight computer/ship modification; rotation is automatically stabilized like in FAON, translation movement behaves as in normal FAOFF.
  • Ultra-light armour. Reduces ship armour even below the default while saving weight. Replaces the armour slot, so you can't have this and military-grade armour, and it acts as a multiplier, i.e. also reduces the effectiveness of hull reinforcement packages. You really only want to use this when you want to squeeze even that last bit of mass-saving out of your ship.
  • Booby-trap. (I am surprised and delighted this word is not censored by the forums. :D). Replaces the contents of a cargo canister with a time bomb (countdown starts when you jettison or abandon it) while keeping the outward appearance and digital signature of the original cargo.
  • Dirty injection. Illegal in most jurisdictions. Changes the engine exhaust into a corrosive plasma at the expense of twice the regular fuel consumption. Ships on your tail (up to a certain distance) take damage (first to shields, when unshielded then to the hull) while in your engine wash.
  • Gas scoop. Fuel scoop modification that allows it to draw fuel from gas giants' upper atmosphere at a significantly lower rate than from a star.
  • Manual boost injection. Instead of providing one big speed boost, you now boost for as long as you hold down the boost button, allowing smaller boosts and a single long boost until ENG is drained.
  • Retro boost. This modification to the thrusters gives the retro-thruster a limited boost capability, manually activated like the regular boost, for faster deceleration at the expense of ENG power.
  • Custom laser emitters. Replaces the emitter material in a laser, changing its wavelength (i.e. colour). Has no effect on the damage or other statistics, this is a purely cosmetic change. Different engineers would provide different colours.
  • Overcharged flood lights. The frontal lights on your ship are now twice as strong, but consume a bit of extra power (passive draw on the power plant) while activated. Good for those RES on the dark side of a planet.
  • Sensor disruptor. This modified ECM depletes the entire WEP bar (it needs to be full for the device to function) and emits an EMP that disrupts the sensors of all ships within a certain range, including your own. All sensors get scrambled and no longer show useful information; lots of blinking square icons in random locations; similar to when ships are beyond the sensor range. Anyone affected (including yourself) cannot acquire a target lock and cannot get locked on themselves for the duration.
  • Decoy launcher. A modified heat sink launcher that also attracts any (including your own' and your allies') heat seeking ordinance, e.g. seeker missiles.
  • SRV lasers. Replaces the rapid-fire plasma cannons on an SRV with dual pulse lasers.
  • SRV multi-cannons. Replaces the rapid-fire plasma cannons on an SRV with dual multi-cannons.
 
Disco lasers!

Every shot fired comes out in a random colour.

Amaze your enemies with your weapons. They are fabulous!

Downside is, they do no damage, but that's cool, because nobody will be fighting, they will be partying like its 1977!

Dear God noo, I thought I escaped Skittle ships when I stopped playing STO :p
 
Galactic Hyperdrive. Bypasses the normal FSD safety protocols to perform an uncoordinated jump. It might move you one to two hundred light years in a particular direction or it might move you just three light-years. Due to the reckless nature of such a jump it might place you in a region of space with no scoopable stars. Because the jump is uncoordinated and dangerous it can be executed almost instantaneously without the usual time required for the FSD to spin up and enter countdown. Useful for escaping from a particularly dangerous situation.
 
  • Explosive drill bit prospector drone: the prospector limpet controller is modified so that its drones have a drilling ability. When fired at an asteroid, the drones will find the best suited area, drill themselves into the asteroid and cause a detonation which releases 3-5 fragments. The asteroid is considered depleted afterwards, the drone is lost. Regular prospector drones do not stack (the released fragments are never more than 5 and the number is adjusted accordingly based on already released fragments via previous laser mining).
 
Modification that makes high wakes influenced by masslock (probably on FSD)
Limpets that are actually fast enough to catch a ship
Charge shot weaponry - surprised this one wasn't in anyway
modifications to projectile speeds on kinetics

Thats about it for what I can think of at the moment the OP's list had most of the ones i'd have guessed
 
While I used Tetryon weapons (=blue beams) almost exclusively in STO, I had a joke ship called the U.S.S. RGB... :)

Hehe, guess as someone who used Elachi dual heavy cannons and threw green energy boomerangs at everyone I shouldn't be the one complaining.. but Skittles *foam foam*

But on topic, one upgrade for the shields could be that they reflect part of the damage received back at the attacker. (Yes, I know I totally ripped off Feedback Pulse, but it would be cool imo)
 
- Modified Automated Repair Unit: Nanobots can now be sent to another ship in very close range to perform system repairs. Due to energy expended to travel to another ship, remote repair rate is at x% efficiency.
 
Almost all ideas are REALLY cool, but You deserve a 100+rep for a hybrid Flight assist!
To take it even further, let us actually CHOOSE on which axes we want to have the FA on. :)
 
Almost all ideas are REALLY cool, but You deserve a 100+rep for a hybrid Flight assist!
To take it even further, let us actually CHOOSE on which axes we want to have the FA on. :)

come on.. join the FA off club! hybrid FA off is like flying with a steering wheel!
 
- Fuel dump ability: dump fuel to make longer jumps possible. Boost to ignite expelled fuel and cause enemy ships to lose thermal lock briefly.
- Safeties over-rider: option to disable safeties (such as FSD cooldown / body exclusion zones) for better performance, with risks. FSD too soon and you risk a failed jump. Remove BEZ safety and you can scoop/fly faster without dropping, but risk thermal damage or collisions.
- Supercruise scanner: Wave-scanner like sensor for detection of spatial points of interest, making them appear less random.
- SRV zoom ability in turret mode.
- SRV "Blue Thunder" style directional sensor for distant item location via audio (like the audio side of the Wave Scanner)
 
A few ideas:

Decoy drones - cause a duplicate you on radar and cause opponent to lock onto that - v-useful when no head on - expensive
Emergency jump - frameshift drive jumps to a random location (inside jump range) can be outside systems so could leave you stranded without fuel, can also damage drive, risky...
Play dead - big explosion, ejects debris, ship powers down and plays dead - can cause damage - last resort defence to confuse enemy into ceasing fire and removes you from radar
Ramming nose - big pointy metal nose on front of ship, causes extra ramming damage, but heavy so reduces speed jump range etc...
Supercruise torpedo - fires torpedo during supercruise, causes enemy to drop out with damage, requires interdiction mini game to hit, highly illegal
System wide ship scanner - like discovery scanner but instantly scans all ships in system providing all info a normal scan can do. big, heavy and power hungry
Super cruise scanner - scans low-wakes, signal sources, distress beacons etc... tells you whats there without dropping out of super cruise
Cluster bombs - cluster bombs for ground attack - illegal
Canopy shotgun - fires lumps of metal to break enemy canopy - useless against shields - illegal
Hacking computer - causes random enemy modules to power down - use like scanners but need to be within 1km, takes 10 seconds, cannot be interrupted
 
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