The Suggestion Page

## Suggestions-

This page is a page for possible additions to Hades' Star. Suggestions include new modules, spaceships, planets, stars... Anything you can think of, really. Please, if adding suggestions, place them under the appropriate headings.

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### Spaceships-

Spaceships- the craft that ply the black void above our heads. Include ideas about changes to current spaceships or come up with entire new types!

Maybe medic ships? In white stars you can’t just call a miner a medic - it’s a miner, so maybe ships that have support modules and eventually shield modules to aid battleships.

Supplier - Has modules like the battleship, but no weapons, 1 hull point (like all the squishes), has 1 shield slot with maybe 20% shield strength (increases with each level of the supplier).

CargoShip - No weapons. 1 shield slot. Trade or Cargo modules up to 4 or 5 slots depending on the upgrades and amount of modules. No support modules or 1 support module slot. (Possibly new modules for only CargoShip). Slowest spaceship in the game at around 100-200AU/m. Even slower than all of the ceberus ships. Max 1 CargoShip in redstar and max 1 or 2 CargoShips in WhiteStar. Cargoship is longer and wider than the BattleShip. The hull strength of the ship is much stronger than the BattleShip. The CargoShip would be useful for placing in artifacts, hydrogen and possibly relics from transports and miners. At full storage or when done, the CargoShip could be sent home at a really slow speed. Upgrading it would make the inventory for artifacts, hydrogen and relics increase. CargoShip would make an opening for a new module page called storage. Examples of storage modules would be a similarity to Cargo Bay Extension (Amount of artifacts and relics increased by 1 every upgrade and hydro 100-1000 every upgrade). Return To Yellow Star System module (Returns only the CargoShip back to the yellow star system for a great hydro price with a cooldown of around 5-24 hours depending on upgrades.). And Mine/bomb module (Shoots mines out in a small radius to protect the CargoShip from small enemies 3-10 min cooldown depending on upgrades). Could add a really small speed bonus ontop of the upgrade. As we should have/need more than 3 available SpaceShips for use in the game, CargoShip could fill in the empty spot.

Cerberus Celestial- An extremely powerful Cerberus ship that maybe spawns in star sector in RS12? with 220000 hull and an area shield with 100000 hit points and mass dart launcher- a module that shoots DART missiles at up to 4 different enemies. If there are not 4 targetable enemies, spare launcher(s) fire at closest enemy.(DART missiles have same stats as lv 6 DART launcher missiles except hull which is X3.) Also equipped with: vengeance lv.12 and salvage lv.12.

### Modules-

#### - All Modules -

The ability to swap modules and have a part of the cost refunded while swapping.

example : A ship with a 500 credits emp could be replaced by a 500 credits teleporter for 500 - 500 = 0 credits ?

Example 2 : A Ship with a 500 credits emp could be replaced by a 5000 credits sanctuary for 5000 - 500 = 4500 credits ?

I think it would make sense since when you remove a module or even a weapon, you still own the item after removing it and do not destroy it during the process, right ?

It would allow new and even veteran player to experiment with modules they do not usually use and create more diversity.

#### - Trade-

Shipment beam - the countdown timer should decrease as the level increases. This would allow for a high level player to quickly beam over multiple times at the cost of spending lots of hydrogen. For example the count down timer can start at 4 minutes but should decrease by 15 seconds for each level increase. Thus the countdown for level 2 shipment beam would be 3 min 45 sec, level 3 shipment beam would be 3 min 30 seconds and so on . . .

When loading and unloading shipments - have a way to have all shipments for the same planet system grouped together with a number following the grouping that would indicate how many shipments are in the grouping. then when the grouping was clicked on all the shipments in the grouping would attempted to be loaded/unloaded as appropriate. This would make 'sorting' shipments much easier. Would reduce the amount of scrolling needed and also the number of clicks needed. Would make shipment deliver for a high lever player much less tedious.

Hydrogen Shipments - Allows loading and delivery of Hydrogen Shipments on Orange Stars (see #Stars-).

#### - Combat-

Shield Disrupter - dual-laser-like weapon that deals tripple damage against shields, but no damage against hull.

Time Distortion Beam - deals no damage. Applies a stack able debuff each second on targeted ship which will eventually wear off. (e.g. 5% lower attack/movement for 10 seconds; white star: 1% lower attack/movement, lasts 2 hours)

Illusionary Shield - on use creates a copy of your battleship. This ship-copy doesn't deal damage and can't use modules . When it receives enough damage, it pops out of existence. As for targeting (and cerbs behavior), it is treated as a normal ship. In the white star, the opponents time machine doesn't know which ship is the copy, so every copy is treated as the original. it just so happens that in real time, the copy doesn't deal damage and pops prematurely. When the original ship dies or leaves the system, all copies die. Higher level of this shield increases the hull points of the copy and adds another copy every couple levels.

Gamma shield: When activated, the shield will be active for 6 minutes and 25 seconds. Otherwise, the cool down will take 7 minutes and 10 seconds. The shield has a distinguished green shield that has a total of 7,000 health points. Like Salvage, the shield will replenish 5% of its health if the owner destroys an enemy ship. It is researched by obtaining RS5 artefacts and can be installed for 15,000 credits, and researching the module will cost 25,000 credits. Uses 25 hydrogen for every 100 au travelled.

#### - Mining-

Hydrogen Sale - When delivering hydrogen to your planet, instead of hydrogen, you gain credits.

#### - Support-

Bloodlust - When activated, will increase user's damage output by 0.5x every 5 seconds. The effect lasts for 25 seconds, and has a cooldown of 8 minutes. (More info soon if this actually gets added into the game.)

### Planets-

Fake Planet - In Red Stars, you will be able to make another planet, where there are lower level artifacts. When you have at least 4 ships with that module, then the planet will be automatically made in an empty sector of the Red Star system. It should be a module, but sorry for writing it here.

### Stars-

Orange Stars (different from the one below) - Small star systems which have only Planets and Cerberus ships. The Planets have only shipments with hydrogen rewards that are much higher than could be obtained with mining. These shipments can only loaded and delivered by Transports with the Hydrogen Shipments module (see #- Trade-). The planets cannot be upgraded, they have a fixed level that is never higher than the Orange Star's level. Orange Stars are never destroyed and are public, so anyone can join them (but the planet shipments would be seperate for each user, just like Artifacts). Similar to Red Stars, Orange Stars could be entered with an Orange Star Scanner, and could be exited using a jump gate.

Black Hole - Private Star System, it is slowed down similar to the white star. The BH system contains Planets, Asteroids and Cerbs. Planets can be colonized and upgraded. Credits can not be transferred to the BH, but when it is over, the reward is all the generated credits from the BH system.

Rename White Star to black star or black hole (seriously, they look so much like one and even have time dilation to boot)

White (no not those) and Orange Stars - Colonizable star systems, orange ones are more common but smaller. They can be found with a special station

Brown Dwarfs - extremely small systems but these are easy to find, some may have abandoned space stations which you may refurbish

Rogue Planets - a lonely dark planet in space. These have ruins which you can find stuff in

Rename Blue stars to Neutron Stars

Blue Stars (not those) - A very large system that all members of a corporation may do stuff in. Actually sort of similar to Corporation Stars below, but with no pvp

Corporation stars - each corporation has a base in a star. Has a headquarters based on corporation funding. There is also a wormhole portal that can be connected to by other corporations. If your corporation destroys another's hq they get a bonus. It rebuilds automatically after 2 days. The first officer can also build defensive structures.

### Space Stations-

Bank - Store extra credits / hydrogen in it. Once the bank is full, you cannot store anymore unless you withdraw some. 150 000 Credits to purchase, 50k storage for Level 1. +25k more storage for level 2, and so on.

### Artifacts-

-All artifacts-

A storage space for artifacts specifically made for doing so, this could be in storage facilities that orbit the research station with 4 upgrades available and each upgrade adding a 25 storage slot facility. (No matter type or level all artifacts take up 1 slot each) The costs for the upgrades could be first 5k then 25k next 50k and finally 100k.

### Transports-

Just like the miner which has the auto sector mining the transport should be given a auto shipment sector where you put in a certain amount of sectors which upgrades to let you have more with level and the transport will deliver every shipment either every shipment that needs delivering to that sector or every shipment that needs collecting in that sector depending on which way the developers want to do it.