User:Lukc/Equipment

= Kinds of equipment =

FIXME: Incomplete.

Cargo Pods
Well, three levels of cargo pods would be cool.

Fuel Pods
Three levels of fuel pods is now a must-have, since bigger ships have higher fuel consumptions… (and bigger slots in which to put better equipment)

Stabilizers
Having at least a second level could be beneficial, considering most corvettes and destroyers can have strategies based on it, and don’t have large core outfits to really get access to cruiser- or carrier-class strategies.

A third level could be nice for bigger ships, but in a lesser degree (IMHO).

Androids
Wait for the boarding stuff to be a bit better?

Weapons modifier
Cruisers and Carriers have almost no interest in them. I think at least a second level would be nice, considering that anyway very few AI uses them…

But to be honest, I rarely ever use them myself, so I can’t tell much about them either. :p

New outfits?

 * Heat dissipation devices, diminishing or not the stealth capabilities of the ship, with or without (positive or negative) influence on the energy or shield production.
 * Outfits to get the instant jump capability or to reduce the jump time (like the quicksilver does).
 * Additional armor plating that increase (slightly) the counter-penetration capabilities of the ship.
 * Sensors, for Electronic Warfare, including passive and active sensors. Though it’s not much used in the game for now, I think it’ll be mandatory at some point.
 * Outfits to convert a part of the maximum shield into shield regeneration or armor plating. “Particle Screen”?
 * Point defense weaponry to defend against incoming missiles. It is currently discussed on the forums and would need additional stuff in Naev’s engine.
 * Something, anything to increase the penetration of the player’s weapons. Would help mainly against destroyers, cruisers and carriers, as the base penetration of large weapons is already high. “Structural Analyzer”?

= Upgrades naming =

Freely available
For most outfits:


 * Enhanced […]
 * Advanced […]

For outfits disproportionally heavier:


 * Extended […]
 * Heavy […]

For outfits disproportionally more efficient:


 * High Efficiency/Yield […]

Faction upgrades

 * [faction] […]
 * Military […]

= Core Outfits =

Slot sizes

 * Small/Light […]
 * (nothing)/Average/Medium […]
 * Large/Heavy […]

Stealth

 * Stealth Armor Plating
 * Asteroid-Dust Armor Plating
 * Scrambling Armor Plating

Heat-limiting

 * Dissipating Armor Plating
 * Heat Conversion Armor Plating

Combat (hitpoints)

 * Combat Plating
 * Armored Combat Plating
 * Dual Combat Plating
 * Armor Plating

Combat (counter-penetration)

 * Resistive Armor Plating
 * Thermal Armor Plating
 * High Density Armor Plating
 * Armor Plating

(Bio)Regenerative
Those hulls would have lower (sometimes much lower) hitpoints but would have them regenerate over time by themselves.


 * Bioregenerative hull
 * Nanorobotic hull
 * Robotic hull

Cargo

 * Cargo Plating
 * Cargo Pods Plating
 * Extended Cargo Plating
 * High Capacity Cargo Plating

Materials naming
Material names from Naev:


 * Plasteel
 * Nanobond
 * Biometal

Material names from other SF sources:


 * Adamantium
 * Xentronium

Material names from (almost-)real life:


 * Titanium
 * Iridium
 * Neutronium
 * Diamond

Core Systems

 * Energy-oriented
 * Shield-oriented
 * Calculation-oriented

High [orientation] Core Systems?

Engines
Synonyms of “engine” that are suited: drive, maybe thrusters

Maneuverability:
 * Dodge […]
 * High maneuverability […]

Speed:


 * Pursuit […]
 * Interception […]
 * High yield […]

Mass units/cargo transport:


 * Heavy masses […]
 * Carrier […]