The previous thread for those who posted ideas there:
http://cruisercommand.com/forum/viewtopic.php?f=8&t=126
My ideas:
All existing autoturrets are removed. In addition, everything below except weapons goes into an inventory slot (weapons go into a separate slot):
WEAPONS
You may only have one active weapon at a time
HA-11 Sweeper (free):
6 damage, 1 RoF, 2 range. All marines start with this weapon.
C-14 Gauss Rifle (5 yellow, 5 blue):
6 damage per shot, 5 range, 0.86 RoF. (each team starts with two of these in the construction area for free)
ARC12 Rifle (5 yellow, 15 red):
Shoots a lightning bolt. 20 damage per shot, 7.5 range, 3.44 RoF.
Dust Cannon (5 yellow, 25 green):
25 damage, 0.5 RoF, can only damage debris.
WEAPON MOD
Weapon mods stack with each other but do not stack with themselves.
Flechette-6 Cell (5 yellow, red):
+3 damage, can only damage bio units. (can't damage debris or turrets)
Ringer Coil (10 red, 10 green):
Gives attacks a LARGE radius AoE. (Does not bypass damage restrictions like a weapon only being able to damage debris. DOES allow you to damage cloaked units indirectly)
ARMOR AUGMENT
Armor stacks with everything, even itself.
Titanium Plate (5 yellow):
Increases HP by 20 and armor by 0.5. Reduces movement speed by .6.
Firesuit (10 yellow, 10 red, 10 green):
Immune to fire damage. Disables sprint.
Nanodoc Glove (10 blue, 10 green):
Heals 1 hp/s. Can also be used to heal a target for 25 HP (can heal yourself). 20 second cooldown.
Frequency Nullifier (same as for ships):
Yes, it's the same as the one you put on a ship. You can't be targetted by turrets or mines. You can't be revived early (with a revive kit or whatever).
CONSUMABLES
Use these only once!
Flash Grenade (10 red):
Deals 25 damage to bio units and stuns all units for 2 seconds. Large AoE.
Incendiary Grenade (15 red):
Spawns a huge fire (double normal size) on the target location.
Electric Barrier (5 yellow, 15 blue):
Deploys a 20 second force field. The force field has 100 HP and is the same size as a debris field. (It counts as debris for purposes of taking damage.)
DEPLOYABLES
Deploy these! If it has a [*] in its name it has a 90 second duration if you drop them on the enemy battlecruiser, but forever on your own battlecruiser. Otherwise, it will last forever no matter where you drop them.[/u]
Autoturret* (15 yellow, 15 blue, 15 red):
Deploys a turret. 100 HP, 3 Damage, 1 RoF, 6 range. (repair stations heal damaged turrets) (each team starts with two of these in the construction area for free)
Stasis Mine* (10 blue, 15 green):
Deploys a burrowed mine. 20 HP, cloaks itself. Enemies that approach trigger the mine and are frozen for 10 seconds. Frozen enemies are immune to damage.
Internal Sensor* (15 yellow, 10 blue):
Grants detection to teammates within range 30. (may need tweaking to avoid sensor leaking between levels) (each team starts with one of these in the construction area for free)
C14 Charge (50 red):
Explodes after 30 seconds, doing 1000 PERMANENT damage to the battlecruiser. Creates a lot of debris and fire. Does nothing if destroyed early.
Power Siphon (25 yellow, 25 blue, 25 green):
Drains 100 GW on whatever BC it's aboard.
Predator Tracker (whatever the predator missile costs):
It's a predator tracker beacon. Unlike (or like) the missile variety, this tracker cloaks itself. The laser dot is visible while cloaked but can't be attacked anyway.
TOOLS
Handy!
Datajack (free):
Allows hacking of terminals. Be careful when practicing on your own BC!
Revive Kit (free):
Its the revive kit. Reusable, 15 second cooldown.