Engineer modification speculation

It seems that each weapon will have at least one modification (judging by the examples in the newsletter). The cannon and pulse laser modifications look nice.
 
What I really hope is that repairing a modified module requires the same materials required to craft it (in smaller quantities) and not just credits, otherwise the engineers will be a one-stop-shop.
 
How about a small additional shield for the canopy? takes an additional slot (or integrated into a main shield) and additional power to run it but for combat ships with weak canopies....
 
To OP : easy thing. Take the whole CQC modules list at least.

For instance Heat Beams has been confirmed into newsletter #120. Heat Beams are in CQC.
 
I'm hoping we can get high velocity versions of some projectiles to be honest, but i'm quite happy with the modules so far so i'm willing to wait and see what bananas stuff we get
 
I'm hoping for a beer fridge to replace the BBC Micro keyboard in the Cobra Mk III. This would better suit my 21st century Saturday night ED time.

Sorry, people were being serious.

Simon
 
All great ideas so far.

I'm personally more interested in boosting the capabilities of the power plant and power distributor, since I think big ships are currently a litle short on both.
 
A body shop: can't afford that Imperial Eagle? Pimp your existing Eagle with an added spoiler for that cool iEagle look*

* may affect handling
 
Tracking Device.

Fire a small limpit device at another ship enabling you to follow it until they dock and remove it. Ship would show up in galaxy map as a marker.
 
Hacker Drone.
Slow and vulnerable to Point Defence weapons.
Attaches to enemy unshielded ship and temporarily destabilizes chosen module:
FSD - disallows to low/highwake for duration of hacking.
Thrusters - periodically destabilize them, causing enemy ship to lose course (like if his ship went FAoff suddenly).
Power Distributor - constantly change PD energy management.
Sensors - screw up enemy sensors completely, by showing multiple flashing objects on his radar.
"Vampire" - drone drains additional 2 Mw from target ship energy grid, which can end pretty bad for enemy.
 
That tracking device sounds so cool. I once tried to follow a traders route but lost him after 1 jump.

Limpet that forces a reboot would be cool but highly op if not used for piracy
 
Overcharge weapon systems :- Increase the damage caused by energy weapons by 50% but at the same time causes damage to them weapons and the power plant.
 
EMP torpedo - has effects varyng from temporary shutdown of one or more modules (as if you'd turned them off for a bit) up to a full system shutdown and reboot (similar to if you'd initiated a repair/reboot sequence)
 
EMP torpedo - has effects varyng from temporary shutdown of one or more modules (as if you'd turned them off for a bit) up to a full system shutdown and reboot (similar to if you'd initiated a repair/reboot sequence)

Alternatively, give ECM module this functionality at close range. As of now it's good for nothing.
 
Tracking Device.

Fire a small limpit device at another ship enabling you to follow it until they dock and remove it. Ship would show up in galaxy map as a marker.


Now that would be interesting. Brings back memories of Bounty Hunting in Star Wars Galaxies and tracking my prey over the course of a week. Good times. :)
 
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