New Modules

ok, i kinda mentioned awhile ago, but here it is, and a little broader. can we get additional modules for ships (as new techs are researched, obviously). the most obvious being modules that have the same effect as the vamp/wraith/paladin/sovvy ships did in GC1. i guess those would be after you research ethics. however, i think that only hitpoint sucker and healer modules should be ethic specific, while defense booster and offense booster should be usable by neone

additional module ideas would be

-"tanker" module. essentially a module u could strap to a freighter and once that freighter is in a fleet, it would extend that fleets range by a parsec or so. more improved modules, research allowing, would lend even greater range.

-speed module, this might be more effective on an attack ship thatn a freighter as it would be kinda awkward having to tote around a freighter for this. basically all it does is encase the fleet in a subspace bubble, whatever, and essentially boosts their speed by "x" amount
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Reply #1 Top
as far as the tanker idea is concerned, it would be cool if the range of a fleet was determined by the average of all the ships' ranges instead of the ship with the lowest range (actually i'm not sure how gc2 determines a fleet's range...)

you could load up a cargo or medium hull with engines and support modules, add them to your fleet, and increase the range of the fleet.

might enable a hail-mary attack on a bigger empire's homeworld, perhaps breaking their will to fight or at least diverting their attention from taking your border colonies.... of course, your fleet would have to penetrate all the way through, and if the enemy intercepted you, the AI would hopefully attack the support ships first, forcing you to turn tail and run even if you win the battle...
Reply #2 Top
Fleet AI's will go after be-weponed Ships first. Un-armed ships are the last target.