Ideas for powerplay modules.

Plasma Thrower: a short range, high velocity jet cone that deals thermal/kenetic damage with an effective range of 750m and falloff of 500m. Uses ship fuel as ammo and can push the ship using it in the opposite direction of the jet.
If the target's shields are down, it will apply burning damage over time if the target is below the damage falloff range.

Iron curtian: an emergency shield generator that renders the ship using it unable to attack, scoop, or deploy landing gear, but also makes it invulnerable for 15 seconds, FSD charge time is doubled while iron curtian is active. Has a recharge time of 2 minutes.
Iron curtian has an optimal mass that will increase or decrease the active time based on the size used relative to ship mass by a margin of no more than 1.5 seconds.
And cannot be equipped on a ship larger than its maximum mass for the class chosen.
Iron curtian will deactivate the primairy shield generator if used while the primary shield generator is active and force it to recharge from 0.
Iron curtian cannot be engineered

Chlorine tetraflouride torpedo: extreme incidenary torpedo, extremely effective vs armor, weak vs shields. The torpedo inflicts long lasting burning damage to the armor of another ship as well as causing an increase of heat over time. If the module suffers extreme damage while there is still ammo present, the ship it is equipped on will suffer extreme over heating and module damage over time.

Terror drone: A drone that starts attempting to dismantle the target ship by causing module damage over time. If the target ship's shields are up the drone will be destroyed on impact.
If the target's armor is at 100% the drone will only attack surface modules.
If the target's armor is at 50% the drone will be able to attack internal modules.
The terror drone lasts for 1 minute and causes 3% module damage per second on randomly selected modules individually (this can be reduced to 1% per second by module reinforcements).
If the terror drone is on the surface of the ship it can be destroyed by incoming fire, point defense or electronic countermeasure.
If the terror drone is inside the ship it can be destroyed by afmu or reboot/repair.
A maximum of 3 terror drones may be deployed at a time totaling 540% module damage in a minute or 180% module damage in a minute if enough module reinforcements are present.
Terror drones cannot be set to target specific modules.

Propulsion charge: a rocket charge that can be set on an asteroid to propel it towards a target ship. A minimum of three propulsion charges must be present on the target asteroid.
Each propulsion charge requires 1t of space and a propulsion charge controller.
Propulsion charges last for 3 minutes.
Propulsion charges accelerate asteroids at a rate of 10m/s
This allows miners to weaponize asteroids to defend themselves from pirates.
 
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IMO the best idea for any PowerPlay modules is to decouple them from PowerPlay.
And decouple PowerPlay totally from the BGS too.
PowerPlay could then become open-only quild warfare for folks who like that kind of stuff.
 
I agree. I don't give a crap about power play, and really wish those modules'd be available some other ways (or at least the prismatic shield :) )
 
I don't like the implementation of Power Play modules. They're not incentive for people to stay with a power and regularly engage in Power Play. All they are is bait to get somebody, anybody to participate in Power Play.

I like your module ideas though. (y)
 
IMO the best idea for any PowerPlay modules is to decouple them from PowerPlay.
And decouple PowerPlay totally from the BGS too.
PowerPlay could then become open-only quild warfare for folks who like that kind of stuff.

If Sandros proposal was enacted in full, you'd get 95% of what you wanted.
 
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