We have guardian hybrid modules, so why not thargoid based modules?
Sure we have an emzyme missile, but I'm thinking more exotic devices.
Thargoid based:
-limpet/drone controller, allows for a greater number of limpets to be controlled at once, for it's class (similar concept to prismatic shields and guardian powerplant.) Allows recovery of unspent limpets
-drone offensive controller, outfits a given number of limpets based on it's class with a single plasma repeater, limpets switch to drones when ship is attacked, swarming like thargons, and turning to a crude missile when low on fuel.
-graviton beam unit, allows cargo scoop to tractor beam materials into itself. Improves the useability of the cargo scoop, allowing for high speed capture (acting as a buffer) or point-and-click scooping of materials from a stationary vantage point.
-zeus cannon, a human made variation of the lightning weapon used by thargoid interceptors. Deals a percentage of maximum shield strength per blast, 60% thermal/ 40% absolute damage type, nil damage vs hull, but causing shipwide malfunctions. Best elements of cytoscrambler and pulse disruptor. Wind up before firing and fixed length burn time, means it cannot be spammed. Fixed only, C3 size, hits harder the stronger an opponents shields are.
-Seeker pulse cannon, human made version of interceptor main weapon. C2, 3 and 4. C2 fires one pulse, C3 fires in bursts of 3 and C4 fires a burst of 6. Similar damage to shock cannon shells, but cannot be fanned. Damage type is 60% thermal/ 40% absolute, but with no bleed through shields. Rounds track target.
-Thargoid boosted FSD. Allows chaining of jumps together. As "loading screen" of hyperspace nears end, a shockwave rushes up to player instead of the star (by which i mean the dot in the center of the tunnel, not the drop to realspace), causing a temporary hyperspace conduit instability, which settles into another "loading screen" hyperspace tunnel, which is chained for so many jumps as there is programmed, or fuel to carry out. As each intermediate system needn't be loaded, they can be comparitively short loading screens. Player control of the ship during the instability pulses could be like an interdiction minigame, with loss causing the chain to break at outer region of that system. Use of this function damages drive over time, like supercharging. Also increases risk of thargoid hyperdiction.
-FSD field booster utility slots, increases range, power draw and heat generation of FSD by a small percentage, diminishing returns.
-Supercruise field booster utility, increases acceleration and deceleration of supercruise flight, allowing shorter travel times between far flung binary stars, and more throttle tolerance to overshooting a target.
Sure we have an emzyme missile, but I'm thinking more exotic devices.
Thargoid based:
-limpet/drone controller, allows for a greater number of limpets to be controlled at once, for it's class (similar concept to prismatic shields and guardian powerplant.) Allows recovery of unspent limpets
-drone offensive controller, outfits a given number of limpets based on it's class with a single plasma repeater, limpets switch to drones when ship is attacked, swarming like thargons, and turning to a crude missile when low on fuel.
-graviton beam unit, allows cargo scoop to tractor beam materials into itself. Improves the useability of the cargo scoop, allowing for high speed capture (acting as a buffer) or point-and-click scooping of materials from a stationary vantage point.
-zeus cannon, a human made variation of the lightning weapon used by thargoid interceptors. Deals a percentage of maximum shield strength per blast, 60% thermal/ 40% absolute damage type, nil damage vs hull, but causing shipwide malfunctions. Best elements of cytoscrambler and pulse disruptor. Wind up before firing and fixed length burn time, means it cannot be spammed. Fixed only, C3 size, hits harder the stronger an opponents shields are.
-Seeker pulse cannon, human made version of interceptor main weapon. C2, 3 and 4. C2 fires one pulse, C3 fires in bursts of 3 and C4 fires a burst of 6. Similar damage to shock cannon shells, but cannot be fanned. Damage type is 60% thermal/ 40% absolute, but with no bleed through shields. Rounds track target.
-Thargoid boosted FSD. Allows chaining of jumps together. As "loading screen" of hyperspace nears end, a shockwave rushes up to player instead of the star (by which i mean the dot in the center of the tunnel, not the drop to realspace), causing a temporary hyperspace conduit instability, which settles into another "loading screen" hyperspace tunnel, which is chained for so many jumps as there is programmed, or fuel to carry out. As each intermediate system needn't be loaded, they can be comparitively short loading screens. Player control of the ship during the instability pulses could be like an interdiction minigame, with loss causing the chain to break at outer region of that system. Use of this function damages drive over time, like supercharging. Also increases risk of thargoid hyperdiction.
-FSD field booster utility slots, increases range, power draw and heat generation of FSD by a small percentage, diminishing returns.
-Supercruise field booster utility, increases acceleration and deceleration of supercruise flight, allowing shorter travel times between far flung binary stars, and more throttle tolerance to overshooting a target.