Galdred wrote:I would really like the DA-SR12 to have an unique augment to make it feel a bit special.
I will argue for the same.
Here is a few thoughts on that.
1. Special Augment - "Active Camouflage": Similar behavior to medbay, while your cloak system is powered (and not ioned), it provides you the following benefits:
A. +30% evasion (additive to existing evasion).
B. -50% enemy weapon charge rate. Enemy can still fire on your ship.
In short, the idea is that the first benefit improve your survivability against drones, while the second benefit increase the time it take for the enemy to attack you. Of course, it became important in determining when you want to active your cloak, since after you cloak depletes the benefit disappears until the ion cool-down completes.
In the end-game, with shield, this can potentially become very powerful since it gives you (with max engine and crew) a CONSTANT 85% dodge chance.
2. New System - "Blinker", replaces existing cloak: This idea is to provide Stealth ship and unique take on its main ability. Instead of a fixed cloak duration, the Blinker allow you to cycle the cloak effect on and off, with the following caveats.
A. Blinker can only be engaged when its fully charged.
B. Disengaging the Blinker before it full depletes will cause the Blinker to lose half of its remaining cloak time.
C. Maximum cloak time is always 10 seconds.
D. Cloak recharge rate vary by level. At level 1, it takes 20 seconds to reach full charge, 15 seconds at level 2, and 10 seconds at level 1.
The idea here is that it makes the cloak ship's cloaking system much more "tactical". You can (and as most player would do), use cloak just to "avoid" enemy fires and quickly toggle them off when the danger has passed. You still have at least 5~10+ seconds window (time for recharge to recover the 50% cloak lost when you deactivate it fairly early into the cloak). But it's still better than the existing cloak cooldown time (which is... what? 20 seconds?).
P.S. If you play TF2, you'll recognize where I got the behavior from.
3. New System - "Hacking Module" (replace shield?): This idea is a sort of extension to the stereostypical sci-fi stealth type, hacking the enemy's ship (kind of like enemy hacking your ship, except in reverse!). It needs to be targeted on a subsystem, and once it did, it disable a certain amount of power bar from the subsystem.
LVL 1: Remove 33% of power bar, rounding down.
LVL 2: Remove 66% of power bar, rounding down.
LVL 3: Remove 99% of power bar, rounding down (in effect, regardless of how much "power" they have in that system, it now has just one).
Perhaps for balancing, the system will take 20 seconds to "initialize", after 20 seconds, it will successfully "hack" the enemy ship and disable the power.