Feedback Request: What Ship Modules do you want to see?
The December update requested ship module upgrade ideas.
Aside from the basis (energy, crew, thrust, turning, cargo), what else would you want to see?
The December update requested ship module upgrade ideas.
Aside from the basis (energy, crew, thrust, turning, cargo), what else would you want to see?
You would suck at ramming, then.
The Androsynth Blazer in comet form was difficult to control due to its linear and turning speed. (But... It was rewarding to get good and score hits.)
What you would want is some auto-tracking bullets.
The Zog Fok Piq, or whatever it was, tongue ramming weapon was even more useless. In fact, the only thing that ship was good for was killing the Ilwrath... and it wasn't a particularly fast process.
Just perfect
A huge traditional horseshoe magnet that's let out of the back of your space ship for collecting all the metal blown up ship parts.
^ This is legit funny, but it made me think a bit too, and I think the idea has some merit regarding resource salvaging. In SC2, we always got a predetermined allotment of RUs for winning in combat. More valuable enemies would always carry a higher RU reward, and it was always a fixed amount.
But what if we start out only able to retrieve/salvage a portion of enemy debris? Maybe with incremental upgrades to our salvaging ability, we can retrieve a larger amount of RUs after each victory? Certainly different than the concept of auto-mining as it doesn't preclude you from having to participate in combat, but the rewards can be incrementally improved with each salvaging upgrade.
This would throw CB into a tizzy because it would continue the game's slapstick/pratfall style of comedy. He HATES that.
Bridge Color Module
- Changes the color of your bridge randomly from orange to green to purple to blue. If anyone asks about it the ship automatically goes to red alert.
Shiny Ultra Thingy Module
- Is an artifact which, to the attuned, conveys great foresight into the immediate future of the human race. Be wary, it's very fragile.
Bomb Module
- Use if the sorrow of breaking Shiny Ultra Thingy module is too great you can end it all by using this module.
Zapstats Module
- 3 drones that fly around your ship, zapping everything that comes close. When installing these on your ship every crystalline/metal creature on your ship gets sexually aroused.
Talking Pet Module
- If you need someone to talk to if you feel lonely. Be wary, may take over your ship in rare cases.
Tribble
- Just a lovely tribble sitting in its playpen. What could go wrong?
Dead dried lizard on a stick
- This artifact, left by a discruntled engineer, enables the user to cast a voodoo curse on an evil corporation of choice.
This would throw CB into a tizzy because it would continue the game's slapstick/pratfall style of comedy. He HATES that.
All the more reason to include it, those hissy fits by CB are hilarious ![]()
I want MAGA decal on my Magellan, 'cause MAGellAn.
He's working on a reply even as we speak. I can feel it.
I want a module that will ban/kill that IBNobody, gah, what a monster. Maybe we can blow it up Sa-Matra style?
I know, right?
Since I was already put forth as a mini boss, this special set of modules would be required to defeat me.
The modules would be called the "LMP-P1 device" and the "LMP-P2 device". They would be vaguely controller shaped.
You and a friend would each need one.
The Tribble should have a mohawk stripe of white hair across the top of its head so that it is a dual Star Trek-Gremlins reference!
So, in the event that someone at Stardock goes "3v3 just isn't happening ever, period. Not even in dlc or an expansion", could the AI code from that be salvaged in the way of a drone module? I.e. a module that allows you to launch 1-2 smaller AI-controlled drone crafts that will focus your target.
Cuorebrave Module
- replaces the melee music with the Benny Hill Theme, and all sounds with comedical slapstick sounds. Additionally, each time an alien tells a funny joke, you hear a rimshot drumroll. PS: I know which mod I'm going to make as soon as SC:O comes out
.
Replace the Zoq Fot Pik with Larry, Curly, and Moe.

SCO is not going to be moddable to include 3v3?
I don't honestly think the modding capabilities of the tools they'll give us will allow this. They've dodged the exact capabilities of the tools for some time, so I'm not particularly hopeful that significant mechanical and engine alterations will be possible. But I could be proven wrong within the year, so don't mind me. This is like the one element that I'm super skeptical about.
A few I'd like to see -- sorry if any are repeats.
Short/Long term crew stasis pods
-- The ability to have 200% of your crew in Stasis pods, able to replenish crew losses to a certain extent without having to visit a Starbase.
Solar Scoop
-- The ability to harvest fuel from a Sun with X% chance of crew loss calculated via scoop level, hull/shield levels, sun classification, and a bit of luck.
Modified Solar Scoop
-- Same as above but allowed scooping from Gas Giants + a bit of Alien engineering to ignite it. Chance in damage or full ship crash dependent on a certain % via numerous variables.
Light construction module "Flagship only"
-- Capable of Ship repairs and manufacturing given enough resources are available
Heavy construction module "Flagship only" -- Possibly endgame ramping up for the next game
-- One time construction of a Space Base, or Planetary Base requiring it to consume the module during construction, but prior to a Base construction it'd be fully functional as a Light Construction Module as well.
Note: Any base created via the Heavy Construction Module would have the capabilities of a Light Construction Module until properly outfitted and upgraded
Weapon platform
-- Required to deploy orbital defense satellites for above base(s)
Modules:
-Magnets & Space mines.
-Smoke screen
-Acid & Damage over time components
-Invasion component to capture & potentially acquire enemy ships...
-Confusion & Stunning devices
-Device to fly though planets and/or create space eddies/sink holes for traps
[SPACEDOCK Modules] (possibly even effect an zoned area on the map - radius of x stars out)
-Self defense
-Extra fighting support
-Extra ships to help you fight
-Faster build time / Less cost / self repair Modules
-Increased flight time
I'll add one that isn't in the vocabulary of you mere mortal modern gamer/sci-fi space ship fans...
Drogue - A weapons platform, like a barge, towed behind a ship. This is held in the shuttle bay and can be "reeled out" behind the ship and "reeled back in" to re-arm/re-load, like the towed array on a submarine. Most effective as a missile/drone launch platform.
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Nice!!!
Relic module - one can find it at some derelict ship or in some ruins on a planet, it increases something but you have to guess what (can be random, small buff to some stat) + it might allow you to communicate with some aliens or planet life forms or read some hidden messages or whatever (might word as a decryptor).
Bio-containment field module - some life forms can be dangerous and if you store them on the flag ship they can cause damage|loss of crew over some intervals of time, this module will negate any negative effects.
Prison module - you can keep alien captains of "boss" ships (if they are still around) like prisoners and even persuade to join your cause
. Plenty of ideas with this module or you can @salvage@ crew from defeated ships and sell them to Druuge
in the alternative universe.
^^^
Prison module - "persuade" others to your cause. Also known as the subversive torture module.
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