IdeasSubsystems* Mannable Cloaking Device - reduces cloaking downtime and/or increases cloaking time
* Mannable Dronebay - increases speed of Drones (space) and/or (interior) + increases drone heal within dronebay
* Mannable Sensors - decreases enemy evade chance
* Mannable Reactor room - +1 power but every 2dmg reduces aviable power by 1 (to 50% minimum, stacking with plasma storm to 25%)
Augmentations* Adv. Targeting Computers - -10% evade for enemies
* Secondary Reactor - +1 Power
* Shield Calibration Modul - all lasers/beam recive +1 shield pierce (rare)
* FTL Signature scrambler - Rebel fleet advances 25% slower (very rare)
* Direct Drone Control - Player is able to control space/interior drones (mark targets)
* Synced Cloaking Coils - Cloak time is increased by 2 sec, downtime reduced by 2 sec (rare)
* High-Tech Personal Weapons - Crew recives +1 melee dmg
* Prototype FTL Engine - 20% chance for FTL to be instantly charged upon entering a new beacon (rare)
* Rapid Jump Module - you can jump 2 times before the rebel fleet advances, increases FTL chargetime by 150% (very rare)
* Enh. Teleport Protection - only half of the teleportpads (enemy) are working (rare)
* Auxiliary Booster - +5% evade
* Energy Reflection Shield - 20% chance to reflect enemy lasers back (rare)
* Prototype Blast Doors - +100% durability for Blast Door, 5% chance per hit to automatically break/open (very rare)
* Emergency Oxygen Generator - Never drop below Level 1 Oxygen (even if primary Oxygen Generator is destroyed) (rare)
* Phased Cloaking Enhancement - 15% chance per cloak activation to get +100% cloak time (very rare)
* Beam Focus Crystal - all beam weapons gain 2x dmg on systemless rooms (beams which already have this ability gain a additional multiplicator, 2x becomes 3x) (very rare)
* Secondary Shield Generator - +1 Shield HP (very rare)
* Prototype Shield Expansion - +2 Shield HP, -75% Shield recharge (very rare)
* Anti-Cloak Sensors - halves enemy cloak evade by 50%, weapons still charge and can fire at cloaked ships (very rare)
* Enh. Short Range Scanners - Can see Enemy Augmentations/Ammo storage
* Double Missile Launcher - Missile weapons have a 10% chance to fire 2 times in a row (if ammo is aviable) (very rare)
* Astronomy Array - You have Long Range Sensors + you can see all beacon lines within a sector (extremly rare)
* Boosted Sensor Array - +1 beacon sight
SpecialMiniaturised Augmentation Slots - +1 Augmentation slot (very rare, can only be used one time to gain 4 slots total)
Additional Armor Plates - gives the ship a 6HP armor bar which can be repaired (damaged before actual hull)
Organic Armor Plates - gives the ship a 3HP armor bar which regenerates between jumps (damaged before actual hull)
Weapons* Rapid Energy Blaster Mk1 - 2 Energy, 8sec, 1dmg, 3 shots, random targets
* Rapid Energy Blaster Mk2 - 3 Energy, 14sec, 2dmg, 3 shots, random targets
* Ionic Missle - 3 Energy, 20sec, 3 ion dmg, 1 shot, 5 shield pierce
* Ion Beam - 3 Energy, 14 sec, 1 ion dmg per room, 2dmg on shield, can draw 1 line (medium)
* Pulse Beam Mk1 - 3 Energy, 22sec, 1dmg per room, can draw 2 lines (short)
* Pulse Beam Mk2 - 4 Energy, 28sec, 1dmg per room, can draw 3 lines (short)
* Pulse Beam Mk3 - 4 Energy, 30sec, 2dmg per room, can draw 3 lines (short)
* Bio-Blaster MK1 - 2 Energy, 14sec, 1 personal dmg, 1dmg on shields, 1 shot
* Bio-Blaster Mk2 - 3 Energy, 18sec, 2 personal dmg, 1dmg on shields, 1 shot
* Bio-Blaster Mk2 - 3 Energy, 24sec, 3 personal dmg, 1dmg on shields, 1 shot
* Burst Bio-Blaster Mk1 - 3 Energy, 20sec, 2personal dmg, 1dmg on shields, 2 shots
* Burst Bio-Blaster Mk2 - 4 Energy, 26sec, 2personal dmg, 1dmg on shields, 3 shots
* High Yield Torpedo - 3 Energy, 28sec, 6dmg, low fire, high breach, 5 shield pierce, 2 missile consumption per shot
* MIRV Missle Mk1 - 3 Energy, 22sec, 1dmg, low fire, low breach, 5 shield pierce, splits into 3 seperate missile2 before hitting the hull (maybe intercepted by drones before split)
* MIRV Missile Mk2 - 4 Energy, 26sec, 1dmg, low fire, low breach, 5 shield pierce, splits into 4 missiles (see above)
* MIRV Missile Mk3 - 4 Energy, 32sec, 1dmg, low fire, low breach, 5 shield pierce, splits into 5 missiles (see above)
Eventsdunno, just add more flavor events
Gameplay* Hardmode - 28 Hull-HP, -15% scrap, +50% score
* Nightmare Mode - -25% scrap, +100% score, only 24 Hull-HP, all enemy ships have more health
* BIG-Mode - Sector length is doubled, Rebel fleet advances 20% slower, 1 additional Sector is added, minimum jump from start to exit at least 5
Balance is not included in this insane post
*cough cough* ideas? suggestions? possibilies? laughter? world domination plans?
please add them
To the Devs: would it even be possible to add stuff like this at all, if there should be a content patch? (like random targeted shots, multiply beam lines per weapon, etc...)