This page is for sorting some of the community suggestions to provide a much more pallet able overview of suggestions.

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Universal Edit

Universal Implants are defined as Implants that can be used by two or more classes.





[1] Audio Amp (Scout) Edit

Increases distance that enemies are spotted based on firing

[2] Quick Draw (Utility) Edit

Increases weapon switch speed

BALANCE: bonus does not apply to weapons with attachment penalties to equip speed

[3] Quick Reload (Utility) Edit

Increases reload speed

BALANCE: bonus does not apply to weapons with extended mags

Limited Cloak Detection

BALANCE:

Small portion of ammo for current weapon restored upon a kill

BALANCE: Make it restore secondary ammo first, then Primary. No tools ammo.

[6] Advanced Target Relay (Utility) Edit

Automatically spots enemies when they are moused over.

[7] Chaff Spores (Utility) Edit

Either grants complete immunity to spotting or prevents spot tracking

BALANCE: Cooldown between periods of immunity

[8] Second Wind (Defensive) Edit

instantly heals your character 20% health when a shot would have killed you.

BALANCE: Long cooldown between activations.

BALANCE: Cooldown will only initiate once health has been 100% restored

[9] Sensor Shield (Utility) Edit

Prevents user from showing up on sensor darts/proxy radar/scout radar

BALANCE:

[10] Nanite Pistol Constructor (Utility) Edit

Allows user to equip 2 pistols of differing types. Cannot Dual-Wield

[11] Electromagnetic Pulse Generator (Utility) Edit

When used, extends the soldier's arm and emits a targeted EMP where the soldier is facing. This will disable vehicle weapons and enemy HUDs for a short time, unless they are properly shielded.

[12] Guns of Navarone (Offensive) Edit

Increased zoom on stationary weapons

[13] Optics Retention Scanner (Defensive) Edit

Plays a sound when the user is being looked at by an enemy.

Volume increases with amount of enemies

Possibly a direction indicator

[14] Magnetic Fingers (Offensive) Edit

Allows user to throw 2 grenades at once

[15] Static Response Drive (Defensive) Edit

Returns damage to attacker when attacked by melee

BALANCE: Ignores shield

[16] Arm Enhancement (Offensive) Edit

Increases grenade velocity

Increases melee damage slightly

[17] Audial Discriminator (Scout) Edit

Doubles the sound travel and volume of enemy infantry and vehicles.

[18] Construction Nanite Cluster (Offensive) Edit

Constructs ammo at a very slow rate.

BALANCE: Does not restore tool ammo

[19] Steady Hands (Offensive) Edit

Full auto only

First shot is recoiless

1st shot multiplier applies to second shot

BALANCE: Only applies to the first bullet of a magazine OR

BALANCE: Increases recoil multiplier

Activates micro grenade planted inside body upon death.

Shorter fuse & larger radius on higher tier (but never as full-scale as regular grenade).

BALANCE: Exploded body, team medics unable to revive.

Class Restricted Edit

Class Restricted Implants are defined as implants that are tied strictly to a class.

[20] Death From Above (LA - Utility) Edit

Increases jump jet fuel

BALANCE: reduces fuel regen when inactive

Advanced Targeting System - Rangefinder (Infiltrator - Scout) Edit

Displays enemy health for infantry only at all ranges.

Health can be broadcasted to allies in the squad and/or platoon and/or vicinity

Displays range of target or where ever the user has spotted (Tree, Tank, Etc)



> It will make much more sense for HA to have a rangefinder

YES, it is nearly impossible to have a hit on a tank without doing something like a dot on screen with marker and measuring distance every time is a hassle

Advanced Targeting System - Vehicles (Heavy Assault - Scout) Edit

Displays health of enemy vehicles and aircraft.

Health is broadcasted to allies in the vicinity.

Reduces lock on time for the spotted target by 0.5s for the duration of the spot.

Advanced Targeting System - Universal (Light Assault - Scout) Edit

Displays health of enemy infantry, vehicles, and aircraft

Health is broadcasted to allies in the vicinity

Range is not shown / No lock-on time benefit

[21] Shield Capacitor (HA - Defensive) Edit

Enables a soldier to instantaneously recharge their shields. This can be attempted as many times as the soldier wants [perhaps with a small cooldown], however, each use of the shield capacitor will cause the soldier to take 25% of their total HP in damage. After 30 seconds, the shield capacitor will heal the soldier back for 25% of their HP. The shield capacitor can kill you.

Use of the shield capacitor will disable normal shield regeneration for 30 seconds.

[22] 6 Million Dollar Man (Light Assualt - Utility) Edit

Increased jump height

[23] Nanomech Arms (Infiltrator - Offensive) Edit

Reduces scope sway

BALANCE: + Refire Rate

[24] Cloak Converter (infiltrator - Utility) Edit

Expends entire shield reserve (inflicts 400-500 damage) to provide a boost to cloak regen for 10 seconds.

Shield does not regen until the regen is over.

Losing your shield would not make a sound.

Empire Specific Edit

As of Sept 26th 2017, Empire Specific Implants have been confirmed. The protptypes revealed are % based pros that are squad wide. These squad wide buffs will help emphasize a faction's key traits.

Terran Republic Edit

Example Edit

New Conglomerate Edit

Example Edit

Vanu Sovereignity Edit

Example Edit

Omitted Edit

Ideas for implants that may not fit in. Including them here for completetions sake, as well as an explanation as to why they were ommited. Ideas in this section can be discussed and tweaked to be moved into the list above.





[25] Steady Hands (Vehicle) Edit

Your character has improved gun stabilization, when using a gun on all vehicles

This would be more appropriate as a vehicle upgrade.

[26] Fast but not Furious (Ground Vehicle) Edit

Your character has improved top and reverse speed driving vehicles

Treads on the performance slot's grounds.

[27] Furious but not Fast (Ground Vehicle) Edit

Your character has improved handling and braking driving vehicles.



Treads on the performance slot's grounds.

[28] Weakspot Gunner (Vehicle) Edit

Increased Armour Penetration

More appropriate as a vehicle upgrade.

[29] Buckshot Gunner (Vehicle) Edit

Increased AOE

More appropriate as a vehicle upgrade.

[30] Big Pockets (Infantry) Edit

More Nades

Grenade Bandolier already exists

Faster Movement Speed

Adrenaline Pump for LA already exists

More Standard Ammo

Ammunition Belt already exists

[33] Rocket in your pocket (Infantry) Edit

More Rockets

Munitions Pouch already exists

[34] Duracell Bunny (Infantry) Edit

More Shields

More appropriate as a suit slot

[35] Feast on the Fallen (Infantry) Edit

Full HP and Shields from headshot kill

HA Adrenaline Shield except it is significantly worse than this. Needs tweaking.

>Medic only. 20% HP regenerated (Over time, same speed as rank 6 regen ability) per kill.

[36] Cranial Armour (Infantry) Edit

Provides user with 20% reduced shield damage from headshots.

More appropriate as a suit slot

Increases sprint speed

BALANCE: Increases draw speed by 1 second

Adrenaline Pump for LA. I think the choice to keep movement buffs to LA was very intentional.

[38] Shield Diffraction (Infantry) Edit

When equipped, a soldier's shield will be unable to take damage below a certain threshold (all damage below 90 will be completely negated if hitting shields)

Seems insanely powerful. If balanced, more appropriate as a suit slot.

[39] Shield Modulator (Infantry) Edit

Upon activation, the shields will take 15% less damage from the front, but 20% more damage from the sides and will be completely unshielded from the rear.

Treads on the NC's empire specific max ability somewhat.

[40] Energy Vampire (Infantry) Edit

This implant will consume shield energy to heal the soldier. For every 2 units of shield consumed, the soldier will heal 1 HP.

Soldiers not taking medical kits (c4) shouldn't be able to negate the medic's role.

[41] Hardened Dust of Indar (Infantry) Edit

Reduces damage from shotgun pellets

More appropriate as suit slot

[42] Audio Amp 2.0 (Infantry) Edit

Plays a sound when enemies are detected near by. Frequency of the pinging depends on proximity

Treads on the infiltrators Class Specific Sensor Dart. Perhaps the sensor dart's audio could be this instead?

> This may [should] only involve the direction the soldier is facing. > It may [should] detect only the enemies who move or fire. > It could possibly be accessible only to the Infiltrator class.

[43] Enhanced Vision Mode (?) Edit

Turns on Wireframe with no range limit

Questional balance and power wise. I would also restrict it to a class if it was balanced.

[44] Field Terminal Authorization Edit

When activated a drop pod delivers a one-use, temporary vehicle terminal.

Only the player can use the terminal.

The terminal will despawn as the selected vehicle spawns.

Any air or ground vehicle can be selected.

Downside: There is a cool-down timer of at least 5 minutes before and between uses.

Downside: All vehicle costs are set at 150%. Cost benefits will not affect this.

Downside: The implant cannot be used within 100m of any facility.

Negates a key feature that distinguishes outposts from towers and main facilities.