I decided This forum topic would be best as it probably will contain great ideas usable in the future for the game, and since the topic would disappear in the general discussions of the forum if it was posted there, i think here would be best.
After asking Grummz if he'd like some help for module ideas for the future (and for redeeming myself for not being able to donate on this milestone), he gladly accepted and suggested that i'd make a thread about ideas i'd have, and here they are, In all honestly, It took me 2 hours to come up with all of those ideas AND write all of their descriptions, this doesn't count making the thread. I have obviously inspired myself by multiple sources and such, but i completely came up with most. Those i didn't come up with were heavily modified to fit into EM-8ER. I also put in parentheses what i think should be restricted to said omniframe. I'll add any other ideas I come up with here.
Remember people, some stuff may not seem scientifically accurate but we're making a video game, focus on scientific reality doesn't bode well with that.
With that said, here's everything i've come up with in those 2 hours :
Berserking module (Omniframe bound)
This module injects the pilot with a shot of adrenaline, while also rerouting the power used in the omniframe's armor towards melee weapons, highly increasing damage dealt at the cost of higher damage received. A module perfect for Light onmiframe users who specialize in dual wielding melee weapons.
Shield charge module (Shield bound)
This module can be applied to a Heavy omniframe's shield, giving it a one use explosive charge, said charge makes an explosion in front of the shield, damaging enemies in front without harming the wearer. The charge can be refilled at cities.
(and no this module does not make the omniframe charge forwards, it's the shield making an explosion to put it in a simpler way)
Mounted heavy weapon module (Omniframe bound(Heavy and Medium Omniframe bound?))
Self explanatory, this module adds a heavy weapon on one of the omniframe's shoulder, can have multiple.
Cluster mortar rounds module (Weapon bound)
This module changes the single explosive round of a mortar to split into multiple smaller rounds in mid-air before impact, allowing for a larger area of explosion while lowering individual target damage.
Last stand module (Medium Omniframe bound)
This module renders the omniframe indestructible for a few seconds by rerouting power from multiple systems to the omniframe's armor, allowing it to stay functional for an extra few seconds. During a last stand activation, the omniframe's movement speed is highly reduced and jumpjets are turned off.
Instant Jumping module (Light and Medium Omniframe bound)
This module propels the omniframe upwards by a few meters, good for avoiding a melee attack. Jumpjets can be used after activating the jumping module. (this is a highly improved jump, it's not the basic jump put into a module)
Heat recycling module (Omniframe bound)
This module allows the pilot to survive a bit longer while outside of liveable areas, a good module to escape situations such as failed city defenses that lead to the area becoming unhospitable to human life again.
Anchoring module (Omniframe bound)
This module Anchors the omniframe to the ground, rendering it unable to move or use it's jumpjets, jumpjet power is then rerouted to armor and weapons, increasing damage resistance while also lowering weapon recoil. A good module for snipers or heavy weapons with high recoil. Be wary of enemies coming into melee, it'll be harder to escape! You are an easy target while using this module.
Advanced Anchoring module (Heavy Omniframe bound)
This module is a heavily modified version of the Anchoring module, when activated, the pilot will be unable to move and use his jumpjets, due to much higher energy requirements to use this module, the damage reduction is removed along with the recoil bonus. The omniframe will instead generate a shield bubble around itself, protecting him and fellow pilots inside the bubble from ranged attacks. Tsihus can still pass through the shield and attack in melee.
Self EMP module (Medium Omniframe bound)
This module rerouts power from all systems to itself, Creating an EMP blast around the omniframe, it will then be offline for a few seconds before restarting, this is very usefull if you happen to be surrounded by Tsihu, turning off their ability to escape, this reduces your chances of survival though, it probably would be a wise choice to use this with a Last stand module.
Nanite mosquito swarm module (Light Omniframe bound/Healer weapon bound?)
This module releases a swarm of Nanite mosquitoes, repairing nearby friendly omniframes and slowly damaging Tsihu beasts in the area, A good module to have for pilots specializing in Repairing teamates. And no, those won't suck your blood.
Tsihu hunter module (Omniframe bound)
This module injects the pilot with a "special cocktail", designed specifically to find/easily keep track of Tsihu creatures, the injected pilot will then be able to see Tsihus with a red glow, and also give the ability to see Tsihus through walls and solid matter. This module finds greater efficiency while in cities, and to notice a Tsihu ambush before walking into it.
Retreating module (Omniframe bound)
This module rerouts power from the weapons towards movement systems, Making the omniframe much faster and more agile but disabling weapon systems. As the name would suggest, this module's primary purpose is to escape from a bad looking battle.
Pattern module (Medium Omniframe bound)
This module gives the omniframe a small boost in a system of the pilot's choice, Changing pattern lowers the omniframe's overall systems performances for a few seconds,
This module is designed for experienced pilots who knows the right moment to switch to the ideal pattern depending on the situation.
(pattern name suggestions : Movement focus=Hunter / Jumpjet focus=Scout / Ranged damage focus=Soldier / Melee damage focus=Warrior / Armor focus=Tank)
Tacticomm module (Omniframe bound)
The Tacticomm modules allows direct communication with military operatives charged with the duty of defending each city, Having this module allows the player to call for a dropship strafing run, bombarding an area designated by the pilot, this ability is only available when attacking or defending a city and takes longer to become available again when attacking.
Mini Nuke strike module (Light omniframe + Sniper rifle bound (module needed on both))
Ah, the Mini Nuke which has been talked about so much, here's my idea for a good way to make it work, and make a good Starcraft Ghosts reference at the same time.
This module can only be activated if equipped on both the light omniframe and a sniper rifle, it is only available when defending a city and a tier 5 Kaiju arrives, only one mini nuke may be called down per level 5 Kaiju to avoid overexposition to radiation and to limit damage caused by it.
When access to the use of a mini nuke is given, A Sniper defending the city will be able to target the Tier 5 Kaiju and lock onto it, locking the target after a few seconds.
After being successfully locked onto, a message will be broadcasted to all troops and pilots in the area (Nuclear launch detected?) and a mini nuke will be launched, at this moment, pilots and troops are to get to heavy cover or leave the area entirely. Not long after, a mini nuke will fall from the skies and hit the Kaiju, most likely killing it along with all other Tsihu creatures near it.
Most of this is theorical, just a suggestion from my part. Grummz is free to approach this however he wants, just like everything else here.
Warlord module (Medium Omniframe bound)
This module gives bonuses to other nearby omniframes, such as Extra damage and such. This module has it's own self charging power reserve, so it does not need to draw power from some of the omniframe's systems.
When ready to use, the pilot can make his omniframe pull the Warlord module out of his socket and into it's hand, then activate it, causing an energetic blast around the omniframe. All other omniframes hit by the energetic blast will have a surplus of power available, boosting themselves with the Warlord's chosen boost. Pilot will then put the module back into it's socket to let it recharge, has a long cooldown.
Falcon module (Medium omniframe bound)
The Falcon module was designed for team leaders, much like the Warlord module. It functions the same way, But instead of making a blast, the Omniframe will point the module in the direction of an enemy of the pilot's choice, said enemy will then have been scanned for weaknesses, all players nearby will also receive a marker on said enemy, who will become the main target and have a slight increase in damage taken for the marker's duration. The pilot also slots the module back in after use, with a moderate cooldown time.
Reinforcement beacon module (Medium omniframe bound)
This module consists of a deployable flag with a beacon integrated inside it, Players who died will have the ability to be dropped into battle by dropship near the beacon, allowing for quick reinforcements and the ability to go right back into battle instead of having a long walk there. Very long cooldown with fair duration.
Nanomechanic module (Light omniframe bound)
This module's purpose is simple and precise, taking control of turret or such defensive contraptions using nanobots which come from the module's core, the Nanomechanic has the ability to do so by going up to a turret or such and taking control of it, after leaving control of an enemy turret, it will be deactivated, making anti-air turrets useless for exemple.
--Modules past this point were not made in the said 2 hours and were added after.--
Custom Grenade Module (Omniframe bound)
This module gives it's user's Omniframe a pack of 3 grenades, said grenades can only be refilled at cities and have a very unique function to them. You can choose the type of explosion you'd like them to make before throwing them. (a few exemples : EMP mode, Anti-armor mode, Frag mode)
After asking Grummz if he'd like some help for module ideas for the future (and for redeeming myself for not being able to donate on this milestone), he gladly accepted and suggested that i'd make a thread about ideas i'd have, and here they are, In all honestly, It took me 2 hours to come up with all of those ideas AND write all of their descriptions, this doesn't count making the thread. I have obviously inspired myself by multiple sources and such, but i completely came up with most. Those i didn't come up with were heavily modified to fit into EM-8ER. I also put in parentheses what i think should be restricted to said omniframe. I'll add any other ideas I come up with here.
Remember people, some stuff may not seem scientifically accurate but we're making a video game, focus on scientific reality doesn't bode well with that.
With that said, here's everything i've come up with in those 2 hours :
Berserking module (Omniframe bound)
This module injects the pilot with a shot of adrenaline, while also rerouting the power used in the omniframe's armor towards melee weapons, highly increasing damage dealt at the cost of higher damage received. A module perfect for Light onmiframe users who specialize in dual wielding melee weapons.
Shield charge module (Shield bound)
This module can be applied to a Heavy omniframe's shield, giving it a one use explosive charge, said charge makes an explosion in front of the shield, damaging enemies in front without harming the wearer. The charge can be refilled at cities.
(and no this module does not make the omniframe charge forwards, it's the shield making an explosion to put it in a simpler way)
Mounted heavy weapon module (Omniframe bound(Heavy and Medium Omniframe bound?))
Self explanatory, this module adds a heavy weapon on one of the omniframe's shoulder, can have multiple.
Cluster mortar rounds module (Weapon bound)
This module changes the single explosive round of a mortar to split into multiple smaller rounds in mid-air before impact, allowing for a larger area of explosion while lowering individual target damage.
Last stand module (Medium Omniframe bound)
This module renders the omniframe indestructible for a few seconds by rerouting power from multiple systems to the omniframe's armor, allowing it to stay functional for an extra few seconds. During a last stand activation, the omniframe's movement speed is highly reduced and jumpjets are turned off.
Instant Jumping module (Light and Medium Omniframe bound)
This module propels the omniframe upwards by a few meters, good for avoiding a melee attack. Jumpjets can be used after activating the jumping module. (this is a highly improved jump, it's not the basic jump put into a module)
Heat recycling module (Omniframe bound)
This module allows the pilot to survive a bit longer while outside of liveable areas, a good module to escape situations such as failed city defenses that lead to the area becoming unhospitable to human life again.
Anchoring module (Omniframe bound)
This module Anchors the omniframe to the ground, rendering it unable to move or use it's jumpjets, jumpjet power is then rerouted to armor and weapons, increasing damage resistance while also lowering weapon recoil. A good module for snipers or heavy weapons with high recoil. Be wary of enemies coming into melee, it'll be harder to escape! You are an easy target while using this module.
Advanced Anchoring module (Heavy Omniframe bound)
This module is a heavily modified version of the Anchoring module, when activated, the pilot will be unable to move and use his jumpjets, due to much higher energy requirements to use this module, the damage reduction is removed along with the recoil bonus. The omniframe will instead generate a shield bubble around itself, protecting him and fellow pilots inside the bubble from ranged attacks. Tsihus can still pass through the shield and attack in melee.
Self EMP module (Medium Omniframe bound)
This module rerouts power from all systems to itself, Creating an EMP blast around the omniframe, it will then be offline for a few seconds before restarting, this is very usefull if you happen to be surrounded by Tsihu, turning off their ability to escape, this reduces your chances of survival though, it probably would be a wise choice to use this with a Last stand module.
Nanite mosquito swarm module (Light Omniframe bound/Healer weapon bound?)
This module releases a swarm of Nanite mosquitoes, repairing nearby friendly omniframes and slowly damaging Tsihu beasts in the area, A good module to have for pilots specializing in Repairing teamates. And no, those won't suck your blood.
Tsihu hunter module (Omniframe bound)
This module injects the pilot with a "special cocktail", designed specifically to find/easily keep track of Tsihu creatures, the injected pilot will then be able to see Tsihus with a red glow, and also give the ability to see Tsihus through walls and solid matter. This module finds greater efficiency while in cities, and to notice a Tsihu ambush before walking into it.
Retreating module (Omniframe bound)
This module rerouts power from the weapons towards movement systems, Making the omniframe much faster and more agile but disabling weapon systems. As the name would suggest, this module's primary purpose is to escape from a bad looking battle.
Pattern module (Medium Omniframe bound)
This module gives the omniframe a small boost in a system of the pilot's choice, Changing pattern lowers the omniframe's overall systems performances for a few seconds,
This module is designed for experienced pilots who knows the right moment to switch to the ideal pattern depending on the situation.
(pattern name suggestions : Movement focus=Hunter / Jumpjet focus=Scout / Ranged damage focus=Soldier / Melee damage focus=Warrior / Armor focus=Tank)
Tacticomm module (Omniframe bound)
The Tacticomm modules allows direct communication with military operatives charged with the duty of defending each city, Having this module allows the player to call for a dropship strafing run, bombarding an area designated by the pilot, this ability is only available when attacking or defending a city and takes longer to become available again when attacking.
Mini Nuke strike module (Light omniframe + Sniper rifle bound (module needed on both))
Ah, the Mini Nuke which has been talked about so much, here's my idea for a good way to make it work, and make a good Starcraft Ghosts reference at the same time.
This module can only be activated if equipped on both the light omniframe and a sniper rifle, it is only available when defending a city and a tier 5 Kaiju arrives, only one mini nuke may be called down per level 5 Kaiju to avoid overexposition to radiation and to limit damage caused by it.
When access to the use of a mini nuke is given, A Sniper defending the city will be able to target the Tier 5 Kaiju and lock onto it, locking the target after a few seconds.
After being successfully locked onto, a message will be broadcasted to all troops and pilots in the area (Nuclear launch detected?) and a mini nuke will be launched, at this moment, pilots and troops are to get to heavy cover or leave the area entirely. Not long after, a mini nuke will fall from the skies and hit the Kaiju, most likely killing it along with all other Tsihu creatures near it.
Most of this is theorical, just a suggestion from my part. Grummz is free to approach this however he wants, just like everything else here.
Warlord module (Medium Omniframe bound)
This module gives bonuses to other nearby omniframes, such as Extra damage and such. This module has it's own self charging power reserve, so it does not need to draw power from some of the omniframe's systems.
When ready to use, the pilot can make his omniframe pull the Warlord module out of his socket and into it's hand, then activate it, causing an energetic blast around the omniframe. All other omniframes hit by the energetic blast will have a surplus of power available, boosting themselves with the Warlord's chosen boost. Pilot will then put the module back into it's socket to let it recharge, has a long cooldown.
Falcon module (Medium omniframe bound)
The Falcon module was designed for team leaders, much like the Warlord module. It functions the same way, But instead of making a blast, the Omniframe will point the module in the direction of an enemy of the pilot's choice, said enemy will then have been scanned for weaknesses, all players nearby will also receive a marker on said enemy, who will become the main target and have a slight increase in damage taken for the marker's duration. The pilot also slots the module back in after use, with a moderate cooldown time.
Reinforcement beacon module (Medium omniframe bound)
This module consists of a deployable flag with a beacon integrated inside it, Players who died will have the ability to be dropped into battle by dropship near the beacon, allowing for quick reinforcements and the ability to go right back into battle instead of having a long walk there. Very long cooldown with fair duration.
Nanomechanic module (Light omniframe bound)
This module's purpose is simple and precise, taking control of turret or such defensive contraptions using nanobots which come from the module's core, the Nanomechanic has the ability to do so by going up to a turret or such and taking control of it, after leaving control of an enemy turret, it will be deactivated, making anti-air turrets useless for exemple.
--Modules past this point were not made in the said 2 hours and were added after.--
Custom Grenade Module (Omniframe bound)
This module gives it's user's Omniframe a pack of 3 grenades, said grenades can only be refilled at cities and have a very unique function to them. You can choose the type of explosion you'd like them to make before throwing them. (a few exemples : EMP mode, Anti-armor mode, Frag mode)
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