Module Ideas
posted on January 23rd, 2010, 3:47 am
I need some Ideas for modules that could be built on to my bsg starbase.
I have 6 right now, and i can have more than one of the same kind. I want to have as much customization as possible, but not go overboard. any Ideas?
I have 6 right now, and i can have more than one of the same kind. I want to have as much customization as possible, but not go overboard. any Ideas?
posted on January 23rd, 2010, 4:55 am
What faction, Cylon or Humans? And are you looking for weapons, or specials?
Their primary weapons are bullets, missles, and gauss cannons, so I was thinking you could have different types of each. One is defensive flak for intercepting missles and/or fighters. One is for heavy cap ships, either poweful nukes or powerful rail guns, etc. One module could create raptors that scout the perimeter of your base in a wide area, similar to boggz's runabout idea. Extra armor, of course. Are these the kinds of modules you are looking for? The Cylons could have regenerative modules (that goo stuff). Another are firewalled computers that increase accuracy and fire rate. Is that what you were thinking of for module types?
Their primary weapons are bullets, missles, and gauss cannons, so I was thinking you could have different types of each. One is defensive flak for intercepting missles and/or fighters. One is for heavy cap ships, either poweful nukes or powerful rail guns, etc. One module could create raptors that scout the perimeter of your base in a wide area, similar to boggz's runabout idea. Extra armor, of course. Are these the kinds of modules you are looking for? The Cylons could have regenerative modules (that goo stuff). Another are firewalled computers that increase accuracy and fire rate. Is that what you were thinking of for module types?
posted on January 23rd, 2010, 3:53 pm
Mal wrote:What faction, Cylon or Humans? And are you looking for weapons, or specials?
yes.

Mal wrote:Their primary weapons are bullets, missles, and gauss cannons, so I was thinking you could have different types of each. One is defensive flak for intercepting missles and/or fighters. One is for heavy cap ships, either poweful nukes or powerful rail guns, etc. One module could create raptors that scout the perimeter of your base in a wide area, similar to boggz's runabout idea. Extra armor, of course. Are these the kinds of modules you are looking for? The Cylons could have regenerative modules (that goo stuff). Another are firewalled computers that increase accuracy and fire rate. Is that what you were thinking of for module types?
lets see, I already have fighters that launch, building modules, an anti fighter kew pod. What I mean is a literal pod that acts as a modular station build onto a hardpoint on the station.
Mal wrote:One is defensive flak for intercepting missles and/or fighters...The Cylons could have regenerative modules (that goo stuff).
great!, Now I'm going to make an anti missile weapon for the cylons, to match my anti fighter weapon for the colonials.
for the second Idea I'm gona try to see if I can make a wave weapon that fires every 50 intervals that will repair the station, and things in that area.

Thanks for the ideas mal

posted on January 23rd, 2010, 8:18 pm
Subspace Sensor module: Allows the station (or ship) to scan subspace, this tactic allows them to see over 4 times the distance for less than half the energy of a standard system. The excess energy is divertend to the special energy for heavy and/or special weaponry.
Subspace Warhead module: Equipps the station with the ability to launch a subspace warhead. These warhead deal serious damage and can even disable systems of nearby stations.
Could these be usable?
Subspace Warhead module: Equipps the station with the ability to launch a subspace warhead. These warhead deal serious damage and can even disable systems of nearby stations.
Could these be usable?
posted on January 23rd, 2010, 8:31 pm
Subspace refers primarily to communication. Transwarp warhead would be more appropriate 

posted on January 23rd, 2010, 8:33 pm
How about a "Formation training" module, that would increase the size of launched fighter squadrons? The more modules, the bigger the squads!
posted on January 23rd, 2010, 9:11 pm
1337_64M3R wrote:Subspace Sensor module: Allows the station (or ship) to scan subspace, this tactic allows them to see over 4 times the distance for less than half the energy of a standard system. The excess energy is divertend to the special energy for heavy and/or special weaponry.
Subspace Warhead module: Equipps the station with the ability to launch a subspace warhead. These warhead deal serious damage and can even disable systems of nearby stations.
Could these be usable?
Captain Proton wrote:Subspace refers primarily to communication. Transwarp warhead would be more appropriate
y'all know this is fror BSG right, lol
RedEyedRaven wrote:How about a "Formation training" module, that would increase the size of launched fighter squadrons? The more modules, the bigger the squads!
hmm, an interesting idea, but I'm not sure that i can make a weapopn that would effect the weapons on other ships, sence fighters launch via replaceweaopn
posted on January 24th, 2010, 2:06 am
Last edited by Anonymous on January 24th, 2010, 3:47 am, edited 1 time in total.
You could have one that's a repair dock. Also, do your bsg ships "jump" like FO scubes with transwarp? One module could be like the transwarp gate, but that might be dumb.
You could have a repair dock module, that repairs damage to battlestars via repair beam. I like to pick from the specials of stock A2. Some of them were wacky, but I give them points for being creative. Like you could do the 8472 cruiser's special, which I believe is disruptor bombardment. Actually that could be a cool cylon ability: Send virus. It's a wave or AoE effect that shuts your enemy down for 5 seconds. Of course there's "hack computer" like the A2 diamond ability that lets you take over a ship. Cylon sleeper agents could be just like romulan spies. These are all modules that would fit the BSG theme. They could even blow a ship up just like that one Six did!
ECM against missles, of course. If I think up any more I'll post them.
Additions: Global Defense Network for the colonials. This would be like the remore's vector calc, as linked computers can provide better targeting solutions. Part of the reason it failed is that it was sabotaged form the inside. But that doesn't have to be the case with your mod. One module could be like the hyperspace sensor system, but you could call it "Raptor Reports", where it sees what's going on in a certain area. A refueling pod could recharge special energy to ships in a short range in exchange for supply.
Another module could be called "tourism" where if you build the module, it generates revenue for your war effort. A tillium smeltor could be like the borg transmuter and exchanges resources.
Another one could become "Battestar Refitter". I see this one as a module that can refit your battlestars, kind of like the rankup system. You select the module, then select the refit (It would cost considerable resources) and select the Battlestar you want to upgrade. It would then trigger a replace weapon for that battlestar, and it would become a refitted ship.
You could have a repair dock module, that repairs damage to battlestars via repair beam. I like to pick from the specials of stock A2. Some of them were wacky, but I give them points for being creative. Like you could do the 8472 cruiser's special, which I believe is disruptor bombardment. Actually that could be a cool cylon ability: Send virus. It's a wave or AoE effect that shuts your enemy down for 5 seconds. Of course there's "hack computer" like the A2 diamond ability that lets you take over a ship. Cylon sleeper agents could be just like romulan spies. These are all modules that would fit the BSG theme. They could even blow a ship up just like that one Six did!

ECM against missles, of course. If I think up any more I'll post them.
Additions: Global Defense Network for the colonials. This would be like the remore's vector calc, as linked computers can provide better targeting solutions. Part of the reason it failed is that it was sabotaged form the inside. But that doesn't have to be the case with your mod. One module could be like the hyperspace sensor system, but you could call it "Raptor Reports", where it sees what's going on in a certain area. A refueling pod could recharge special energy to ships in a short range in exchange for supply.
Another module could be called "tourism" where if you build the module, it generates revenue for your war effort. A tillium smeltor could be like the borg transmuter and exchanges resources.
Another one could become "Battestar Refitter". I see this one as a module that can refit your battlestars, kind of like the rankup system. You select the module, then select the refit (It would cost considerable resources) and select the Battlestar you want to upgrade. It would then trigger a replace weapon for that battlestar, and it would become a refitted ship.
posted on January 24th, 2010, 4:01 am
Last edited by Anonymous on January 24th, 2010, 6:39 pm, edited 1 time in total.
Mal wrote:You could have one that's a repair dock. Also, do your bsg ships "jump" like FO scubes with transwarp? One module could be like the transwarp gate, but that might be dumb.
You could have a repair dock module, that repairs damage to battlestars via repair beam. I like to pick from the specials of stock A2. Some of them were wacky, but I give them points for being creative. Like you could do the 8472 cruiser's special, which I believe is disruptor bombardment. Actually that could be a cool cylon ability: Send virus. It's a wave or AoE effect that shuts your enemy down for 5 seconds. Of course there's "hack computer" like the A2 diamond ability that lets you take over a ship. Cylon sleeper agents could be just like romulan spies. These are all modules that would fit the BSG theme. They could even blow a ship up just like that one Six did!
ECM against missles, of course. If I think up any more I'll post them.
Additions: Global Defense Network for the colonials. This would be like the remore's vector calc, as linked computers can provide better targeting solutions. Part of the reason it failed is that it was sabotaged form the inside. But that doesn't have to be the case with your mod. One module could be like the hyperspace sensor system, but you could call it "Raptor Reports", where it sees what's going on in a certain area. A refueling pod could recharge special energy to ships in a short range in exchange for supply.
Another module could be called "tourism" where if you build the module, it generates revenue for your war effort. A tillium smeltor could be like the borg transmuter and exchanges resources.
Another one could become "Battestar Refitter". I see this one as a module that can refit your battlestars, kind of like the rankup system. You select the module, then select the refit (It would cost considerable resources) and select the Battlestar you want to upgrade. It would then trigger a replace weapon for that battlestar, and it would become a refitted ship.
I do have a repair pod, though it works just like a regular repair on al shipyard. and some of the larger ships, have FTL. I'm still deciding whether or not to give certain fighters ftl. I will look into the other ideas, though I might just end up making them into special weapons for the ships.
oh and one key factor of the game is that they don't use reasources. at all. it is just cap and time based combat. I will explain later in my 1.0 post
posted on January 24th, 2010, 4:09 am
That will be really cool, man. Can't wait to see what this mod is like! 

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