So far, I feel Starbound is literally my dream game. However, there is one part of the game that might greatly affect how I enjoy this game. Techs, which are basically Starbound's accessories, seem like they could potentially allow great customization in how you play your character. If done right, they would bring so much fun and variety to the game. This especially affects multiplayer scenarios. You and your friends all have different techs, providing you with different strengths (and weaknesses). How can you work together to make the best use of all your differences? The techs listed below would make the game much more dynamic. What we know about Techs so far is that you have 5 slots for them. I recall reading somewhere that you'd only be able to change them on your ship, which is a good thing. This means you can't change them in the heat of the battle, and you have to be smart about what you bring to certain planets. For example, a lot of the monsters on this one planet might have very strong and deadly melee attacks. You can counter this with certain Techs that, perhaps, allow you to more easily avoid melee attacks. I've come up with several ideas that are interesting. In doing this, though, I've assumed that Techs are probably going to be made to scale with any gear level. A Tech that increases damage would most likely increase your damage by 5% instead of 5, so that way it'd be beneficial for everybody, even with the top tier of gear. For my suggestions, I'm using the following format for each Tech. Name: (Name of the Tech) Flavor Text: (If it has any) Effects: (What the Tech actually does) Purpose: (What I feel the tech would encourage, and why it should exist) Damage Modifiers These are controversial because my math probably sucks, and they could easily be worked into weapon modifiers and such. They're encourage you to use certain weapon types. These could also be worked for Ranged weapons. (with ammo consumption changes as well) Name: Weighted Arm Guard Flavor Text: “Why am I wearing this again?” Effects: Increases your melee damage by 50%, but reduces your melee speed by 25%. Only one glove can be worn at once. (effectively increases melee DPS by 20%) Purpose: Sometimes people want “bursty” damage. In cases where you might have to dodge a lot of attacks and have less time to attack, this will allow you to make the attacks you DO get in more significant. Name: Anti-Gravity Arm Guard Flavor Text: “Weapons seem so much lighter with this.” Effects : Increases your melee attack speed by 25%, but reduces your melee damage by 10%. Only one glove can be worn at once. (effectively increases melee DPS by 20%) Purpose: This is for people who want to faster attacks. Name: Bionic Arm Guard Flavor Text: “Why work out?” Effects: Increases your melee damage by 20%. Only one glove can be worn at once. Purpose: This is for people who like melee, but don't want to feel faster or slower and just want a flat bonus. Offensive Some people want the ability to kill stuff before it kills them. These Techs aren't flat damage bonuses, but they still improve how you deal damage. Name: Poisonous Coating Flavor Text: “Worse than hand sanitizer on a cut.” (Flavor by TheWalrusLivesInMe) Effects: Causes your attacks to sometimes poison the target, dealing additional damage over 20 seconds. Stacks up to 10 times. Two handed weapons have a 50% chance to apply this. One handed weapons have a 25% chance to apply this. The additional damage is based off of 20% of your (insert some offensive stat found on gear here). Purpose: This steadily increases your damage over time as you attack foes. Name: Infectious Coating Flavor Text: “Yum...” Effects: Causes your attacks to afflict targets with a virus. This virus does damage equal to 20% of your (insert some offensive stat found on gear here) over 10 seconds. Every time this does damage, it infects another closeby enemy. Purpose: This is more useful for groups of enemies. It does not stack like the weapon poisoner. Name: Cloaking Device Flavor Text: “Sneaky.” Effects: Makes you much harder to see over 5 seconds. Once active, enemies will have a much harder time detecting you. If you attack an enemy that hasn't detected you, your attacks do 100% more damage to them for 2 seconds. In PvP, this effect activates on players that haven't damaged you in 30 seconds. You become visible if you use any items or get hit. It takes 10 seconds for the cloaking device to reactivate. Purpose: It's for people who want to assassinate stuff. Name: Fury Chip Flavor Text: “Nerdrage!” Effects: Every time you are hit by a weapon, you gain a stack of Fury. Two handed weapon attacks grant 2 stacks. Fury increases your damage by 1% for 30 seconds. Stacks up to 30 times. At 30 stacks, you go into an Uncontrollable Rage. Uncontrollable Rage removes all stacks of Fury, and increases your damage by 35% and your attack speed by 15%. Uncontrollable Rage lasts for 15 seconds, and prevents you from gaining Fury while active. Purpose: This could be useful for people who get hit a lot. Name: Combo Chip Flavor Text: "Combo maker!" Effects: Every time you hit a target, you gain a stack of Combo Point. Two handed weapon attacks grant 2 stacks. Combo Points lasts for 15 seconds. Every 4 stacks of Combo Points increases your damage by 2%. If you take damage, you lose all stacks of Combo Points. If you reach 100 stacks of Combo Points, you get the buff Max Combo, and damage is increased by 75% for 15 seconds. You lose 5 stacks of Combo Points every second while Max Combo is active, and their damage bonus is overwritten. Purpose: Steadily increases your personal damage while you attack stuff. However, if you fail to dodge an attack, you lose all of your Combo Points. It's a lot more effective than just flat out increasing your damage, but you won't often be able to build THAT many Combo Points, and there's a big degree of risk vs reward. Name: Detonator Flavor Text: “Boom!” Effects: Whenever you kill an enemy, they explode, dealing 5% of their health to other nearby enemies. (Up to a maximum of 20% of the player's max health before health increasing techs) Purpose: Explosions are fun. And this is useful against groups of enemies. Name: Plague Detonator Flavor Text: "Boom!" Effects: Whenever you kill an enemy, they explode, emitting a cloud of poisonous gas. Enemies in the gas take damage equal to 1% of the slain enemy's health every second. (Up to a maximum of 4% of the player's max health before health increasing techs) The cloud lasts for 10 seconds. Purpose: This is more powerful than the detonator, but it does its damage over 10 seconds and requires mobs to be in the cloud for that long. Defensive The best defense is the best offense. Or sometimes your friends just want to use you as a meatshield. Survivability is definitely something Techs should be able to provide. Sometimes if a challenge is particularly hard, you need to sacrifice some damage for defense. Name: Brace Flavor Text: Effects: Increases max health by 10%. Increases armor/resistances/whatever by 10%. Purpose: Generally increases survivability without any special side effects. Name: Extra Heart Flavor Text: “Where would this go...?” Effects: Increases max health by 50%. Increases healing received by 50%. Reduces your damage dealt by 25%. Cannot be used at the same time as Bone Reinforcements. Purpose: Useful for full defense specialists. Massive effective health increase in exchange for weaker offense. Name: Bone Reinforcements Flavor Text: Effects: Reduces the damage you take by 50%. Reduces your damage dealt by 25%. Cannot be used at the same time as Extra Heart. Purpose: Useful for full defense specialists. Massive damage reduction in exchange for weaker offense. Name: Flash Shield Flavor Text: "Note: Might attract unwanted attention." Effects: Whenever you block with a shield, it emits a flash of light. This effect enrages nearby enemies, and causes them to target you. Players affected by this deal 10% less damage for 5 seconds. Purpose: It lets you serve as a distraction. Name: Weapon Sound Effects Flavor Text: "Gives your enemies another reason to hate you." Effects: Whenever you use your weapon, it emits an random, irritating sound effect that enrages nearby enemies, causing them to target you. Players affected by this take 10% more damage for 5 seconds. Name: Heavy Force Field Generator Flavor Text: Effects: Generates a force field that reduces the damage of the individual attacks by 50% after other damage reductions. Can have 3 “charges,” each charge mitigating a single hit. Regains 1 charge every 20 seconds. Also makes a cosmetic transparent energy sphere appear around the character. Its color depends on how many charges it has. Yellow = 3, Orange = 2, Red = 1. Cannot be equipped at the same time as the Light Force Field Generator. Purpose: This increases your survivability by passively mitigating attacks. It's more suitable for slow attackers because of its small amount of (powerful) charges. Name: Light Force Field Generator Flavor Text: Effects: Generates a force field that reduces the damage of individual attacks by 25% after other damage reductions. Can have 6 “charges,” each charge mitigating a single hit. Regains 1 charge every 10 seconds. Also makes a cosmetic transparent energy sphere appear around the character. Its color depends on how many charges it has. Yellow = 6-5, Orange = 4-3, Red = 2-1. Cannot be equipped at the same time as the Heavy Force Field Generator. Purpose: This increases your survivability by passively mitigating attacks. It's more suitable for fast attackers because of its small amount of (weak) charges. Name: Flame Shield Generator Flavor Text: “Sometimes fire protects you.” Effects: Generates a barrier of fire that damages nearby attackers. The damage the attackers takes is based on a percent your max health increasing stat (it wouldn't be affected by Extra Heart/Brace). Can have 3 charges, with each charge burning an attacker. Regains 1 charge every 15 seconds. It causes a sphere of fire to surround your character, gaining intensity with each charge. Purpose: This makes you dangerous to attack. In PvP it is a deterrent, and in PvE it is extra damage for defense oriented characters. Name: Flower of Regeneration Flavor Text: Effects: Constantly regenerates 1.5% of your health per second. Purpose: It'd be useful for situations where you experience constant damage. Name: Leeching Tentacle Flavor Text: “Keep it away from yourself...” Effects: Regenerates your health based on 10% of the damage you deal. Purpose: It's helpful for survivability in general. Name: Refreshing Dew Flavor Text: Effects: Regenerates your white health based on 20% of the damage you deal. Purpose: It's helpful for survivability mainly if you use shields. Over long term fights, it makes blocking more effective. Support/Healing Some people prefer to heal their allies instead of killing enemies. Techs can allow people to support their allies, while sacrificing slots that could be used for more damage or mobility. While there might be specific weapons/items for healing, these techs at least allow for a combination of damage/healing. Name: Revitalizing Veil Flavor Text: “A healing device charged by killing.” Effects: Reduces the damage you deal by 50%. Regenerates the health of you and nearby (20 blocks) friendly players, pets and NPCs based on 50% of the damage you deal. Also generates subtle green-glow in the area it heals. Cannot be used at the same time as Revitalizing Flare. Purpose: It is suited for passively healing your group. Name: Revitalizing Flare Flavor Text: Effects: Reduces the damage you deal by 50%. Causes 100% of the damage you deal to heal a nearby single friendly target (20 blocks). The target is chosen based on who has the lowest % of health remaining. If you are targeted by it, the heal's effectiveness is reduced by 50%. It makes the person you heal flash green. Cannot be used at the same time as Revitalizing Veil. Purpose: It is suited for healing singular targets. This is more likely to save people's lives, but it isn't as good as topping off all of your friends. It's probably also better for groups of 2-3 people. Name: Biocharger Flavor Text: "You take and give." Effects: Whenever you directly damage an enemy with a weapon, the effectiveness of your next healing effect is increased by 25%. Purpose: Encourages some offense for supporters. Name: Lifegiving Leech Flavor Text: Effects: Whenever you strike an enemy, a spore is placed on them dealing damage equal to 10% of your (insert damage increasing stat or something here) every second. This spore heals nearby allies for 50% of the damage done. The spore lasts for 3 seconds. Purpose: Increases both healing and damage capabilities simultaneously. Mobility All of this stat-increasing stuff sounds great, but what if you want to move around quickly and dodge attacks more easily? Mobility is generally useful for all people. Name: Anti-Gravity Boots Flavor Text: “Why can't I walk on walls?” Effects: Increases movement speed by 40%. Increases jump height. Causes you to fall slower, reducing fall damage by 20%. Increases the effect knockback has on you by 100%. Decreases the knockback of your attacks by 50%. Only one pair of boots can be worn. Purpose: This generally makes you faster and is the most easy to take advantage of. However, it makes you more vulnerable to knockback. Name: Iron Boots Flavor Text: “Hey, look, a magnetic wall!” Effects: Decreases movement speed by 40%. Decreases jump height. Causes you to fall faster, increasing fall damage by 20%. Makes you immune to most knockback effects. Increases the knockback of your attacks by 50%. Only one pair of boots can be worn. Purpose: This is generally more useful for people who want to be really stable. It kind of turns you into an unstoppable force. Name: Rocket Boots Flavor Text: Effects: Allows you to triple jump. There is a slight delay between each jump. The extra jumps consist of you being propelled up quickly a few blocks. Only one pair of boots can be worn. Purpose: Airborne dodging, mainly. The boosts are mainly vertical. The delay kind of limits how useful it is for vertical ascension, while helping you get a little further horizontally. Name: Cyber Bunny Slippers Flavor Text: “Bunnies for your feet!” Effects: Increases movement speed by 60%, but makes movement slippery. Increases the effect knockback has on you by 100%. Only one pair of boots can be worn. Purpose: Novelty, although it's useful for covering longer distances. Name: Fire Anklet Flavor Text: Effects: Double tapping right or left causes you to charge in the direction (60% faster), brandishing equipped melee weapons. You charge for several seconds or until you collide with a wall/enemy. Upon stopping your charge, you swing any equipped melee weapons, dealing 125% of their damage if they hit. Can only be done every 20 seconds. While charging, you cannot be knocked back or incapacitated in any way, and you look like a ball of fire. Only one Anklet can be equipped. Purpose: Gap-closer for melee characters. Name: Lightning Anklet Flavor Text: Effects: Double tapping right or left causes you to charge in that direction. While charging, you gain a stack of "Momentum" every second. For every stack of Momentum you have, your movement speed increases by 10%. The max speed you can charge at is 250%. Your charge is canceled if you jump, turn, take damage, or hit an obstacle you can't walk over. Upon ending your charge, you are stunned and take 50% more damage for 5 more seconds. While charging, you look like a ball of electricity. Only one Anklet can be equipped. Purpose: This allows you to cover large distances in safer locations. It leaves you vulnerable, however, if something stops you. Name: Teleportation Anklet Flavor Text: Effects: Double tapping in any direction will cause you to teleport you in a straight line up to 10 blocks away. If you are touching any enemies where you teleport, they are knocked away from you. Can only be done every 10 seconds. Only one Anklet can be equipped. Purpose: It lets you Name: Evasion Anklet Flavor Text: Effects: Double tapping left or right causes you to dodge in that direction. There's a very short delay before you can do it again. Only one anklet can be equipped. Purpose: It allows you to dodge certain attacks pretty often. It's more effective against melee attacks, allowing you to get out of the way. Name: Jet Pack Flavor Text: Effects: Allows you to very slowly ascend up for about 10 seconds, then allows you to slowly descend down. You can move freely to the left or right while this is happening. This prevents fall damage. (If you're using rocket boots, these activate after them.) Purpose: It's useful for horizontal travel and preventing fall damage. Name: Automatic Parachute Flavor Text: Effects: When falling, if you have reached a point where hitting the ground will damage you, the parachute will automatically deploy. This slows your fall greatly until you reach the ground, and remove fall damage. It can be canceled by jumping while it is activated. By canceling it, you are resetting the fall damage. Purpose: Allows you to ignore fall damage for the most part, but it can hamper your mobility a bit. Energy Consuming Some people might end up a bunch of energy that they have no means of consuming. Want to combine your ample supply of energy with your medieval sword from that one low-tech planet? Then these techs are suitable. Name: Sword Laser Flavor Text: "Shouldn't this only work when you're at full health?" Effects: Your melee attacks emit sword beams, traveling up to 15 blocks away. These beams deal damage equal to 10% of your weapon's damage. Every time this happens, you lose energy equivalent to 5% of your weapon's damage. Purpose: Gives melee player a little more damage and range at the cost of energy. Name: Energy Barrier Flavor Text: Effects: Creates a large blue barrier around the character, protecting them from damage. 75% of the damage they take is instead redirected to their energy supply. Energy is consumed at a 1 damage to 2 per energy ratio. Once the player runs out of energy, the barrier is removed and will not reappear until the player is above 50% energy. Purpose: If a tanky player doesn't have a way to spend energy, then this Tech will suit them. Stuff in yellow (minus the energy-consuming category) was recently added. I came up with these ideas a while ago and I felt like sharing them. If something is derpy, I'll fix it. Maybe I'll add more later. If you come up with a decent idea that fits the format, I might put an edited version of it on this post and give you credit.
I find it very surprising that I actually read most of that. But then again, I'll do anything at 20 in the morning. You have some good ideas, maybe not all of them completely thought out. But I thought it was funny that you said that they released that you could have 5 slots for techs, and you made 5 different headings.
Why is that funny? You wouldn't be forced into having 1 per heading/category. If somebody wanted to, they could focus completely on damage or something...
You "bumped" into me, which reaction do you chose? 1- "Excuse me, good sir" 2- "'Xcuse me" 3- "F*CK OFF GO F*CKING DIE IN A HOLE YOU PIECE OF SH*T!!!" 4- "Hey, you bumped me..." 5- "Nice shoes, wanna f*ck?" 6- "Hey, I'm a cookie salesman! Want one? 40 cents!" 7- "Don't bump threads you are breaking the rules!"
You know what? I call upon a thread revival, for i like most of those ideas. Some are kinda op, though. Virus coating is an example.
Some of these are good ideas and wish we could vote on them easily... and just because how old this thread is No idea how long it took you to find this
I was searching the tech threads on where they posted Happy Cube and i found this. So... A few minutes?