Module ideas For EM-8ER

PIghead Elderberry

Kaiju Slayer
JUMBO KAIJU SLAYER
Jun 4, 2017
190
362
63
CA USA
#21
I like the idea that for certain HKM like massive one time use modules they are things that you get back at a player built location. That would keep us mobile and exploring.

Since we should have a non-level-gated true open world, we'll likely always be all over the place returning to old places and finding new ones. This is a good reason to return to old ones.

Also, as we get on and the world terraforms more, this meshes well with that - returning to locations which have been changed as the world changes.

The things like this you get at locations do NOT replace things you have always with you or which recharge - but they are like super HKM.

Such as, if you are out in a group, you all start at a player built location. One of you picks up the "super HKM" healing module (of some sort, doesn't matter what) and it is a big visual item clearly lugged by that one player on their back.

Then, you all go out as a group. Each person has a huge 'super HKM' module strapped on their backs - visible to the group and everyone like a giant thing. Then, you go off for the fight or whatever you are going to do as a group.

Also, this is not frame based now, so anyone in the group could grab a 'super HKM' healing bomb or ALL of the group each. A tank can grab one, a recon can grab one.

....
 

PIghead Elderberry

Kaiju Slayer
JUMBO KAIJU SLAYER
Jun 4, 2017
190
362
63
CA USA
#22
p.s. Also, in a huge world battler near a big player built base, crafter types might be madly crafting away to make more of these items that then are in a visual 'real world' inventory. People would have to protect them. Then others would come and grab them, run out on the battlefield and use them and have to return for more... something for crafter types, defenders of base types, and assault in combat types... all the while a great spectacle to observe!
 
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Terricon4

Base Commander
Base Commander
#23
wouldn't this depend on exactly how big these Kaju are in relation to the omniframe/THMPR?

I mean, this is for combat, so you want to be at what distance above the enemy?
If you just want to leap up a cliff or onto a kaiju, probably half jet power, if you want to leap high into the sky to rain justice from above, then full power.
 

Torgue_Joey

Kaiju Slayer
KAIJU 'SPLODER
Jul 27, 2016
1,072
2,398
113
Germany
#25
HERE'S MY IDEA FOR A "TURRET MODE" FOR THE HEAVY FRAME.

WE ALL KNOW THE HEAVY FRAME CAN HAVE A SHIELD, RIGHT?
AND THAT SHIELD CAN ABSORB DAMAGE TO FILL THE "POWER GAUGE" WHICH CAN BE USED TO INCREASE THE COMBAT ABILITY FOR A DURATION.

BUT HOW THE F'CK WE GONNA TURRET MODE WITH A SHIELD IN ONE HAND AND BIG ASS DAKKA IN THE OTHER?

I PRESENT YOU THE "CONDUCTIVE DIRECT TRANSMITTER MODUL"
*BOOM*


SLAP THAT THING TO THE SHIELD.
SLAM THAT SHIELD TO THE GROUND.
AND DAKKA ALL DAY.
*KA-BOOM*

THE MODULE UNLOCK THE ABILITY TO DIRECTLY TRANSFER THE ABSORBED POWER TO YOUR WEAPON. IT INCREASE YOUR WEAPON CAPABILITY, AS LONG THE SHIELD ABSORB DAMAGES.

DOWN SIDE:
YOU HAVE TO STAY NEAR THE SHIELD.
YOU CAN'T WALK AND SHOOT IN OP MODE.
SLAMMED SHIELD ONLY PROTECTS YOU FROM ONE SIDE.

WHO CARES.
JUST RAAATATATATATATATA THE OTHER SIDE AWAY.

There's never enough DAKKA
 

Drakin5

Well-Known Member
Dec 15, 2016
574
991
93
#26
Those are some neat ideas for omniframe modules but this is going to be a war game so someone has to keep the supplies rolling. Of course, you'd be sacrificing your combat effectiveness to equip these. You can forego using any weapon at all to a full supportive omniframe but hey, it's your choice for doing so.

These modules vary in size, mass and function.

Cargo Rack Module
-Attaches a cargo rack to your omniframe designed to carry a lot of assorted supplies ranging from ammunition, field repairs and even rations to the front lines. Hold down the use key to pass supplies to the next needed reaper.

Depot Module
-Replenishes ammunition, fuel and energy to nearby needed reapers.

Ammunition Carrier Module
-Replenishes ammunition to nearby omniframes. Hold down the use key to pass ammunition.

Fuel and Energy Distributor Module
-Replenishes nearby omniframe fuel and energy systems. Hold down the use key to restore another omniframe's fuel and energy systems.

Medical Station Module
-Grants a deployable medical station for healing injured personnel. Equipping this module also determines the injuries sustained by nearby teammates.

Repair Station Module
-Grants a deployable repair station for fixing damaged omniframes. Equipping this module also determines the integrity of damaged omniframes nearby.

Recovery Station Module
-Grants a deployable medical and repair station. This module provides healing and repairs but not as effective compared to the dedicated ones.

Provisioner's Module
-Sets up a cozy campfire as well as food and drinks to everyone around. Reapers who are well fed get a morale boost. You wouldn't go to battle on an empty stomach would you?

Prospector's Module
-Increases mining yield by x% and mineral scan radius by y%

Miner's Module
-Increases mining yield by x%

Geologist's Module
-Increases mineral scan radius by x%

Refinery Module
-Mined minerals can be refined on the spot instead of going back to a base refinery.

All modules except for the Prospector's, Miner's, Refinery and Geologist's Modules require the wearer to have the corresponding supply kit from crafting.

Ammunition boxes for Ammunition Carrier Module
Fuel and energy canisters for Fuel and Energy Distibutor Module
Ammunition boxes, fuel and energy canisters for Depot Module

Medkits and stimpacks for Medical Station Module
Spare omniframe parts for Repair Station Module
Medkits, stimpacks and spare omniframe parts for Recovery Station Module

Rations for Provisioner's Module

This one is a bonus not related to the above.

Dragonframe Module
-Configures the omniframe so that exhaust vents can be used to expel hot flaming plasma at close range targets. This module also grants an active ability that purposefully overloads the reactor core to generate more plasma, quickens other abilities' cooldown by 10 seconds and increases the plasma breath damage and range. Overloading the reactor is a dangerous gambit as it could damage frame subsystems even if the exhaust vents are active.

Duration: 15 seconds
Cool down: 60 seconds
(45 seconds if Modify: Dragon's Rage is used)

Modify: Dragon's Rage
-Increases plasma breath damage and range and decreased ability cool down at a cost of higher frame subsystem damage

Modify: Plasma Temperature Governor
-Decreases plasma breath damage for sustained range and duration.

Modify: Pressure Control Valves
-Increases plasma breath range and damage at a cost of shorter breaths.

Modify: Tamed Dragon
-Removes overload reactor ability to maintain omniframe integrity.

Modify: Tranquil Dragon
-Lengthens the duration to 25 seconds and other abilities' cooldown time to 15 seconds and decreases frame subsystem damage at a cost of lower plasma breath damage.
 
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Drakin5

Well-Known Member
Dec 15, 2016
574
991
93
#27
Some more ideas about modules but not related to enhancing your combat effectiveness. I was thinking about not just one module but an entire omniframe system prefabricated for one purpose in mind.
Cyclops Complex Module System
-This module system converts the user's entire omniframe combat system into utility and construction system. By allowing this, the user is able construct and deploy base defenses, walls and amenities much faster and more efficient.

Pros:
Construction speed is increased by 15%
Buildings have 10% more HP and Defense value
Buildings require 15% less materials

Cons:
Removes your crosshairs
Melee and small weapons only.

Modify: Builder
-Construction speed is increased to 25%.

Modify: Architect
-Base designing is never more fun with this. You can place 'ghost' versions of buildings outlining the possible placements on the ground prior to constructing them.

Modify: Golem
-Constructed buildings have 10% more HP and Defense value totalling a 20% increase but costs 25% more materials to build them.

Modify: Measurement Gauge
-Building cost reduced to 20%.

Modify: Castle
-Base turrets and gun points are 10% more damaging and have an aiming assist system that shows target leading.
Scavenger Complex Module System
-In times of shortages, beggars can't be choosers. Equipping this module system allows recovering materials and items from wrecks that may be considered useful. Destroying Tsi-Hu fortifications and buildings provide ample building materials for you to store and use later on for crafting and construction.

Pros:
Provides 1x Huge Salvage Rack if wearing a light omniframe
2x Huge Salvage Racks if wearing a medium omniframe
3x Huge Salvage Racks if wearing a heavy omniframe

Destroyed buildings leave behind some materials that can be picked up
Gives a solo mission 'Collect Salvage' from the mission menu
Each completed group raid rewards a lot of "Tsi-Hu Technology Scraps" that can be used for crafting

Cons:
Replaces THMPR mining drill with metal detector
Cannot equip large and huge weapons.
If your Salvage Racks reach 50% capacity, movement speed and jump jet thrust force are reduced.
If your Salvage Racks reach 80% capacity, you cannot fly and sprint speed is reduced to 40%.

Modify: Tsi-Hu Quartermaster
-Tsi-Hu Technology Scraps can be used during crafting as an optional additional material with varying effects depending on each recipe.

Modify: Tsi-Hu Base Builder
-Tsi-Hu Technology Scraps can be used during base construction as an optional additional material with varying effects depending on the building plans.

Modify: Mobile Resource Depot
-Turns your omniframe into a makeshift depot for others to withdraw salvaged materials from you.

Modify: Salvage Collector
-Increases rack capacity by 30%

Modify: Pirate
-Replaces your metal detector with a tractor beam that automatically scoops up salvage each time you damage an enemy.

That's about three hours of brainwork. I need to rest.
 
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Hotel6

Commander
Jul 27, 2016
28
37
13
#28
Here's my ideas:

Battering Ram Module (toggle): Activate all of your thrusters and launch you forward. The distance you can go depends on how much power you have left on your frame. Will ragdoll and deal heavy damage to anything got caught in the charge path. the further the charge goes, the more damage it will does at the end of the charge, so aim for something big and slow. You will do a shield bash at the end of the charge and deal tremendous amount of damage. Press the ability key again to stop the charge and do a shield bash.

Emergency Batteries: By activate this module, you diverts power from the emergency batteries to your main power pool, replenish % of your used power.

Thunderbolt Module: By activate this module, your frame will dish out % of its power, convert this to lightning bolts, deals damage and stuns everything in 360* arc for a short duration. If there is less than 3 targets in the effective area, deal even more damage to them and stuns them for longer.

Tesla Module (toggle): Just like the Thunderbolt module, but by activate this module, your frame will be turned into a Tesla coil, continuously zapping anything in the AoE range and stun them for as long as the module is still active and they're inside the range of the module. The more enemies got caught by the module, the more power it will drain. Press the ability key to power down the module.

Titan Module: By activate this module, your frame will start to release a protective coat, covering the frame, reducing incoming damage. The protective coat will be broken after taking enough damage.

Hellfire Module: By activate this module, your frame will start to disperse a flammable substance in vapor form for a brief duration and ignite it, set things in its range on fire. Deals damage of course and may cause enemies to panic.

Vanguard Module: By activate this module, you activate your thrusters and jumps forward, doing a shield slam at the landing location, staggers anything caught by the shield slam AoE and if there is a team mate nearby, they receive a lesser version of the Titan module. Use this and combine with Thunderbolt module will help you defend your glass cannons.

These ideas as you can see, will be use for heavy frame or frames that uses a shield. Or any other frame if it fits your play style.
Will post more if i have more ideas :p
 
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