Absoliav wrote:I've got a few.
Hardeners for armor and shields- Offers a fixed % across all tiers, and each tier has lower recovery cooldown times per tier, skills would reduce the cooldown by X% per level. The armor variant would slow the user down by X% as it's being used while the shield one would increased shield recovery times by X% while in use, this would be to prevent abuse.
Active Cloak- Makes user invisible until they fire/use a weapon unless it's standard melee, with a high fixed cooldown recovery time per tier and an increased duration as one goes up the tiers, skill level would increase duration by X% per level, movement would disrupt it's effects, reducing it's effectiveness, the faster one moves, the move visible they are.
Active armor regen- A one shot quick burst heal to armor, that gives a fixed amount over a small fixed period of time with increased armor recovery amount as you go up the tiers, would also include 3 variants, Light-Provides less armor but recovers faster with lower equip cost, Heavy-Provides more armor but over a longer period of time with higher equip cost, and Standard, skill level would would increase the speed armor is restored by X% per level.
Active shield booster- Provides a fixed amount of shield recovery in an instant, with reduced returns compared to the armor variant, with a fixed amount of shields restored across all tiers, with 3 different variants Light- provides less shields but recovers faster with lower equip cost, Standard, and Heavy- Provides more shields with a higher cooldown time and higher equip cost, skill level would reduced cooldown recovery time by X% per level.
Weapon over-clock- Would only work on weapons with overheat and feedback damage capabilities, it would increase the weapons damage output for a short period of time by a fixed X% while also increasing it's heat generation and feedback damage by X% for a shot period of time, duration time would increase across the tiers with a fixed recovery time, skill level would increase duration X% per level.
Coolant dispersion- Only works with weapons with overheat features, would increase weapon heat recovery/overheat recovery (Will not effect heat generation) over a fixed amount of time, heat recovery rate would go up across tiers, skill level would increase the duration X% per level.
Tageting assist module- Only works on weapons affected by aim-assist based based weapons, upon activation a targeting circle appears around any enemy within a fixed range, circle size is determined by the targets distance, all shots fired within the circle forces a hard aim-assist within the target circle, shots are unaffected by player sim so head-shots are unlikely, target acquisition is different across tiers and types, Close range-Faster acquisition with longer duration and lower equip cost, but has longer cooldown time, smaller target range and smaller target circle, Long- Has greater target range and has a smaller target circle, but has higher equip cost, longer acquisition time, and a shorter duration, skill level would reduce the cooldown recovery time X% per level.
This is some of the stuff I think would make the game a bit more interesting, anyone else want to add?
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.