Module ideas
Prebattle Modules
- Fuse module (rare, 65cpu)
A module that you place "on" a weapon (its just a small block thing, so it just goes a little bit inside. It doesnt affect the size) which allows you to place another weapon you have in your inventory in it (again, this wont affect the size, a small popup will appear, allowing you to choose which weapon you'd like to place "in" it. You still need to pay for the cpu cost of the weapon). This "fuses" the weapon into the main weapon, causing the main weapon to get an ability of the added weapon. E.g.: a nano fused into a rail will cause the rail to burst heal allies instead of deal damage, and a rail fused into a nano will allow infinite range, at the cost of no autoaim. Only 1 fuse module can be used per weapon.
- Merge module (legendary, 100cpu)
same as Fuse module, but you can have 2 weapons in it. e.g.: a plasma and a loml fused into a plasma will make slightly homing cluster plasmas, and a laser and a ion fused into a nano will make a thin constant damaging laser that explodes into weak shrapnel at the end.
- power, attack speed, bullet speed, blast radius modules (rare, rare, rare, epic, 60cpu, 60cpu, 40cpu, 80cpu)
increases their respective stat to a gun type.
- sync module (rare, 50cpu)
when placed, choose two placed weapons. Now they shoot simultaneously. Can be stacked with multiple sync modules
Mini Modules
5) desync module (legendary, 1750cpu)
you are invisible and invincible but you cant see anyone else. Cant be turned off ever and randomly activates at the start of a game.
- antigravity module
togglable gravity, no energy regen while gravity is toggled off
- regeneration module
hold module button to use energy to heal slowly.
Posted Aug 29, 2016, 10:48 PM UTC