Aigaion
Banned
Hello people !
Again, I would like to start a discussion about some ideas I have about the futur of Elite Dangerous. Again, please be free to argument and discuss about it, I hope Frontier will take a look at it
. Please note that I try to be the most balanced possible to not be gamebreaking. Enjoy your read 
So first of all, some changes about ammo.
Armor Piercing Ammo :
Smaller and faster ammunitions than the regular ones, can pierce through the hull to damage modules faster than the regular type ammo.
Radioactive Ammo :
Big and radioactive shell. Doesn't cause much damages at impact, but applies a DoT (Damage over Time) that damages hull, no effet on modules. Also weakens hull by melting, causing other damage sources to deal more damages. Ineffective against shields
Explosive shells :
Huge shells equiped with explosive heads. Slow rate of fire, but respectable damages to hull, low piercing due to volatile damages. Ineffective against shields.
DCA shells :
High volatile explosive shells, causes area damages to several ships, ineffective against shields. Low piercing. Very effective against small ships.
EM Missiles (credits to potsmoker) :
Standard missiles with an EM head remplacing the explosive head. Very effective against shields. Ineffective against hull but hitting an unshielded ship can cause electronics to jam and awkward behavior (FSD not working, weapons shoot randomly, power distributor playing crazy).
Incendiary missile (Hot missile) :
Small, very hot missile with track assist to guide to targets. Ineffective against shields, low damages to hull but causes targeted ship to heat quicker. Also makes launcher's ship to heat.
Warheads (credits to %OnePercent%) :
Huge warhead (C4 only) mounted with a nuclear charge. Launch causes an energy consumption spike that leaves the ship without energy for 5 seconds. Slow warhead but causes terrible damages to ships. His low speed and his size make the warhead trackable by sensors to give pilotes a chance to intercept it and take it down during travel
Now let's go to some ideas about modules
FSD Scrambler :
Prevents target from using FSD reactor. Requires to keep the target in line-of-sight to scramble, keeping the scramble effective causes ship to heat. Using the scrambler against a target already trying to activate his FSD does not interrupt it but makes only the activation time longer.
Field Attractor :
Module used to attract objects like minerals or commodities floating in space directly into your cargo scoop.
Ship Attractor :
Module used to attract other ships and preventing them from escaping. Requires to keep the target in line-of-sight, keeping the Ship attractor effective causes ship to heat.
I guess I'm going to stop here, hope Frontier is going to look at this post, feel free to give your opinion about my suggestions ^^
Again, I would like to start a discussion about some ideas I have about the futur of Elite Dangerous. Again, please be free to argument and discuss about it, I hope Frontier will take a look at it
So first of all, some changes about ammo.
Armor Piercing Ammo :
Smaller and faster ammunitions than the regular ones, can pierce through the hull to damage modules faster than the regular type ammo.
Radioactive Ammo :
Big and radioactive shell. Doesn't cause much damages at impact, but applies a DoT (Damage over Time) that damages hull, no effet on modules. Also weakens hull by melting, causing other damage sources to deal more damages. Ineffective against shields
Explosive shells :
Huge shells equiped with explosive heads. Slow rate of fire, but respectable damages to hull, low piercing due to volatile damages. Ineffective against shields.
DCA shells :
High volatile explosive shells, causes area damages to several ships, ineffective against shields. Low piercing. Very effective against small ships.
EM Missiles (credits to potsmoker) :
Standard missiles with an EM head remplacing the explosive head. Very effective against shields. Ineffective against hull but hitting an unshielded ship can cause electronics to jam and awkward behavior (FSD not working, weapons shoot randomly, power distributor playing crazy).
Incendiary missile (Hot missile) :
Small, very hot missile with track assist to guide to targets. Ineffective against shields, low damages to hull but causes targeted ship to heat quicker. Also makes launcher's ship to heat.
Warheads (credits to %OnePercent%) :
Huge warhead (C4 only) mounted with a nuclear charge. Launch causes an energy consumption spike that leaves the ship without energy for 5 seconds. Slow warhead but causes terrible damages to ships. His low speed and his size make the warhead trackable by sensors to give pilotes a chance to intercept it and take it down during travel
Now let's go to some ideas about modules
FSD Scrambler :
Prevents target from using FSD reactor. Requires to keep the target in line-of-sight to scramble, keeping the scramble effective causes ship to heat. Using the scrambler against a target already trying to activate his FSD does not interrupt it but makes only the activation time longer.
Field Attractor :
Module used to attract objects like minerals or commodities floating in space directly into your cargo scoop.
Ship Attractor :
Module used to attract other ships and preventing them from escaping. Requires to keep the target in line-of-sight, keeping the Ship attractor effective causes ship to heat.
I guess I'm going to stop here, hope Frontier is going to look at this post, feel free to give your opinion about my suggestions ^^
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