MOVEMENT INTERNALS
Friction Foot
Slows mech's falling descent while against a wall, resets ability to vertically ascend while hovering. Initial hover fuel cost (the amount of fuel required to start hovering) is doubled. (Basically a wall jump mechanic)
Ice System/Glider Plates
Mech loses friction and maintains x% of there momentum between movement while moving on the ground. (After boosting/dodging may cause skidding) This allows the pilot to make quicker movements on the battle field, however the mech will take longer to reach full running or boosting speeds when starting from low movement speeds, and pilots will not have as much control over their mech's movements. (think armored core and tribes) So crashing into walls or other mechs will cause you to lose momentum and become a much easier target to hit for a longer period of time compared to other mechs.
Aerial Burst
Effect: Upon activating forward boost, a 1-second timer is started (with a neat audio activation upon jumping). For the following second, a jump button will launch the mech forward with a burst of speed. Consumes 30% more fuel than combined boost & hover.
Supplemental Thusters
Allows forward boosting while the Mech is in mid-air. Either floating or not. Fuel Consumption stacks with floating fuel consumption.
Auxiliary Cavorite Plating
Reduces the weight of your mech, increasing maximum jump height, and reduces falling speed and aerial fuel usage. Reduces maximum armor by 10%, and crush damage by 30%.
Stabilized Thrusters
Effect: Replaces all dodge moves with directional boost. +0.5 m/s boost and flight speed
Weighted pads
Doubles weight of your mech to increase fall speed while not using fuel
Potential for advanced technical application: allow mechs to feel less floaty while falling and to make jumping off things viable tactical choice (pairs nicely with no fall dmg internal)
Number of slots: 1
Sylhiri Device
Effect: Shift+S causes additional attitude thrusters to dodge downwards while in the air. Bonus crushing damage. Visible on radar for same amount of time as ground boosts.
HEAT INTERNALS
Liquid Coolant
Overheating starts draining fuel instead of shutting down weapons. If fuel is completely drained while overheated, your weapons shut down, and your fuel will not regenerate until your heat is at zero.
Incendiary Boosters
Boosting and dodging causes a small increase in heat for any nearby enemies. Reduces cooling effectiveness.
Thermal Amplifier
Increases all movement speed by 1%, and damage output by .5% for every 10% of your heat bar filled. Increases overheat recovery time.
Heat Rerouting Device
Effect: Decreases max fuel capacity, fuel regeneration, and the amount of heat required to overheat by 50%. Increases heat generation.
Heat can be used in place of fuel. Priority is given to consuming heat, then fuel.
Slots required: 2 or 3. I think it'd be way too much of a game changer to be 1 slot.
MISC INTERNALS
Radar Absorbant Field Generator
The RA field generator grants ALL nearby mechs (enemies & allies) complete radar invisibility, but also causes their radars to not function. Can be toggled on and off. Slots: 1-3, with the size of the field scaling with the number of slots required.
Thrust Nozzle Silencer
Effect: Boosting, dodging, and hovering are completely silent. Fuel consumption is slightly increased.
Slots required: 1-3, with an inverse relationship between the number of slots required and the increase in fuel consumption.
Remote Drone
Allows your repair drone to be remote controlled around the map to scout out locations. Your view switches to its view while controlling it, and it has a small screen in your HUD while deployed. Cannot repair while drone is deployed. Must wait two minutes for drone to be rebuilt if it gets shot down.
Chaff Dispenser
Creates a small, short duration field of chaff at your location when you activate a side dash. Any mech caught in the blast radius loses their radar functionality for a couple seconds. Ninja vanish!
Edited by Xacius, December 14 2013 - 03:07 PM.