June 10, 2025

Got an idea for a hullmod?

Heya guys,

I'll admit. I'm not exactly that creative when it comes to creating fun and engaging hullmods. I used to only think that vanilla hullmods are more than enough to cover my needs for the faction but it din't take long for it to sink in - players may naturally expect something fun or unique to mix and match with their things. Even I started to use modded things as we march on towards the public update patch.

So, I'm giving you guys a rare opportunity to generate ideas for me. There shall be only two winners in order to not overwhelm our already stacked work. Oh, and you should also understand that even though your idea may sound simple - there's a chance that it isn't and just plain impossible due to obscurity of vanilla coding or there lack of.. according to what my coders said every time I propose something to them.

Condition:

- It will be discoverable via exploration and purchasable from market.
- It must fit with theme of the UAF. If not, explain why, where and how did they obtain it. ( lore friendly-wise even to vanilla)

----


Sample;

Ice Cream Production

Exclusively available to logistic freighter ships. It will provide faster CR recovery rate by 20% as such delicacy will encourage crew performance and provide overall morale boost across the entire fleet.

It costs around 15 OP to install, depending on hull size.

----

Winner will be announced and have their stuff featured in the keycard shop before the public update drops.

Good luck!

Comments (73)

B
Ben · February 5, 2026

Hullmod ---S.U.Es System--- Greatly reduces accuracy of enemy ships in the vicinity of scrambling field and causing ships that fire in the field to have poor accuracy and wide shot groupings when firing at friendly ships in the scramblers field by producing specifically secondary neutrons, muons, and pions created when they hit the artificial atmosphere created by S.U.Es —causing targeting computers to act up by causing "single-event upsets" (SEUs) This is a actual scientific event that happens and messes with computer systems in space. So in game lore they are using a system to mimic this event that interferes with other ships targeting as if it was in a atmosphere being bombarded by these secondary atomic particles. And in game would basically make enemy ships that are in range to shoot like as if you were holding a automatic weapon with 1 hand like rambo with a m60. This could be used on ewc ships and would just make more shots miss other ships being fired at from being hit. This should be lore friendly as its a natural phenomenon

C
CY / Milkydromeda · February 15, 2026

This could be an interesting hidden upgrade for Eyeseau, a good suggestion. We'll see if we can make it happen or not.

B
Ben · February 5, 2026

Hull mod ---Project Mirror --- A prototype shield system that reflects weapon attacks back at the attacker ship with a 25% chance to reflect a attack back per attack when activated. The prototype shield system uses a mix of advanced shield technology with antigravity and magnetic repulsion to make attacks on the shield system redirect back at attacking ship. Due to the system energy requirements only larger ships can be retrofitted with the system. But the shield system builds flux slightly faster when online due to the energy requirements to operate the shields. (basically when the shield is up it builds flux faster but does not build flux when a attack is reflected). This could reflect ballistics, torpedo's, missiles or energy attacks back at the attacker using a gravitation redirect that is done by pausing gravity in a field and using magnetic polarization arrays with turn the attack back around is if it was bounced or slingshot (like with objects passing close to a planet) away from the ship. This could be great on defensive tank like ships that draw alot of enemy fire. This fits UAF lore as it could have been created at the prototype researching labs with other protype ships and maybe only can be bought once access to that (super capitals) is met.

B
Ben · February 5, 2026

Another Idea is a flux heatsink ejection system that has a cool down so when flux builds up to critical levels it ejects heatsinks that drop the flux but when used until its off cool down flux builds faster. Like a emergency system that can save from over flux but when used risk of over flux increases by a good amount until the cooldown ends and the "system comes back online" or is "reloaded" with fresh heatsinks. Maybe this could be a hull mod for certain ships that use a burst type method of moving in dumping alot of firepower then backing off like a strike burst type ship and with this system it can over flux once then shoot more till it has to back off. ---Emergency Fluxsink Ejector--- Automatically vents all flux instantly with a 40 second cooldown, But while on cool down flux build up increases by 15-25% (Variable on ship size)

B
Ben · February 5, 2026

I got a idea for a hull mod, It is one that slows fire rate but in turn adds damage to ballistic weapon systems by using flux build up to super heat the sounds when fired. The hull mod would slow fire rate, slightly increase damage and vent a tiny amount of flux. Think like the rounds are heatsinks that are being shot so maybe even lower damage at low flux that ramps up with higher flux. This could be used for slow high flux ballistics weapons that would benefit for more straight up damage at the cost of lower fire rate and lower damage at zero flux but higher damage at high flux. The hullmod would be called "Prototype Flux Feeder" or PFF for short. (like the sound of when gas is discharged in a paintball or other gas operated tool it makes a pff sound). It could look something like this ---P.F.F---- -/+ (-10% - +35%) Ballistic damage based on flux amount. - Fire rate 10%, -Flux build up per shot 5-10% , THis would mean flux takes "longer" to build and the damage to build up but it can shoot longer and damage inceases as flux builds.

D
Douglas · August 31, 2025

Maybe a mod to the capital carriers increase to increase reload speed of missile weapons or resupply of expended payloads for destroyers and frigates, possible limited emergency repair of damaged armor

D
Djorny · June 27, 2025

Hah! Hello Milkydromeda! I am very high from your work and I want to participate a little a little) I must have been late, but I have a couple of ideas. I hope they seem interesting to you. 1. Universal ships and their modular control units. Lorny justification: UAF is not the largest faction and is somewhat limited in resesus and capacities. However, it is very advanced in technology. Therefore, when the question arose about the modenization and preparation of the fleet, a decision was made to optimize and standatize the Lines of ship hulls. Thus, the corps of frigates, destroyers, cruisers, battleships received universal mounts of guns and slots of command blocks. This made it possible to reduce the cost and optimize the mass production of the fleet. The idea itself: The ship's hulls themselves are very cheap and their haactericism is below the average. They have no specialization in the database. However, they receive specialization depending on the command module established in them. Cruisers -based example: The CL command module (Cruiser Light) - increases the speed of the march, speed in battle, maneuverability. Reduces the distance of fire, the accuracy of fire. (optionally - blocks the installation of large tools) The CAR command module (Artillery Cruiser) - increases accuracy, damage, rate of fire, firing range of artillery installations. Reduces all parameters of other types of weapons, reduces speed and maneuverability. (Optionally - changes the type of fasteners of guns from universal to artillery) CE (Cruiser Escort/AA) command - increases the parameters of air defense and electronic warfare installations. Partially blocks the installation of other types of weapons. Well, and so on, I think the main idea is clear. If anything, I'm in touch) 2. Anti -ray protection systems. UAF, as an artillery faction, has very big problems in counteracting radiation weapons. As part of the increase in the combat effectiveness of the fleet, several struggle systems were developed. A) Active protection system - a curtain. When irradiation is detected, this system produces an explosive container filled with sprayed reflector. This container explodes at a certain range towards the enemy and sprays the reflector by creating a cloud. The cloud defocuses and reinss the enemy’s beam reducing its damage and distributing the remains of the beam for the larger area of ​​the armor. B) Reflecting spraying - this spraying for armor reflects the part of the beam’s energy reducing the damage obtained by armor. C) Composite armor reflective plates - this type of multilayer armor is a perfect way to protect against energy weapons, not much inferior in protection against kinetic shells. Its primary layer consisting of prismatic reflectors disperses, breaks down and reflects the enemy’s battle rays reducing the resulting damage to the Ninimum. And the manufacture of highly hardly materials also allows you to break armor -piercing kinetic shells. The subsequent alternation of layers of steel, ceramics and foamed heat -shielding materials allows us to nullify the residual damage of the weapon. At the same time, the use of the latest technologies in the foamed filler allows the armor to partially restore when heated not only prolonging the life of the armor, but also reducing the damage obtained by the body during penetration.

D
Djorny · June 27, 2025

P.S. In my head it looked like two lines: 'Make ships-Swiss knives' and 'rays-bad, armor is good.' Somehow it grew ... HaHa

J
John Dodd · June 26, 2025

First time posting here, so here is my idea- Rocket Assist Pods 10% increase cost to fighter refit and 20% lower maneuver , but enables a large speed boost either on use of ordnance and leaving to rearm, or engagement for gun fighters.

M
Meoga · June 25, 2025

Hi Milky, first, thanks to you and your team for all the great work you provide! Here are some ideas: Elite Ballistic Specialization (emphasis on the UAF DakkaDakka doctrine) (Available only for cruisers and capitals) "With experience, some UAF captains have focused on customizing the maintenance of their ship's weaponry to suit their preferences. While the UAF headquarters officially does not approve of such behavior, they cannot go against their veteran captains in these troubled times." For all ballistic weapons (or slots, whichever makes more sense for you): +10/20% fire rate +15/25% accuracy +15/25% projectile speed -15/25% recoil +5/10% damage +10% weapon flux cost For other weapons: -25/33% fire rate +33/50% ammunition reload time Global: Maintenance cost +15% Elite Squadron Configuration (emphasis on the fighter doctrine) "This configuration is installed for the elite UAF pilots, providing them with all the resources they need to perform at their best." In addition, for each fighter bay left empty, all other fighter bays gain: +25% armor +15% top speed +10% engagement range +15% maneuverability +25% damage -25% replacement time -15% CR loss on fighter death This mod can allow builds like a heavy carrier, featuring a top-tier fighter and high weapon capability, instead of the traditional configuration with several fighters and medium weapon capability. Shared Radar System (based on French army technology: SICS) "Faced with the unknown technologies of the sector affecting UAF radar capabilities, UAF engineers have developed small radar systems that can be carried by fighters to provide good radar coverage on the battlefield." -1% enemy ECM rating per fighter bay Take care and thank again!

j
jacksaw · June 24, 2025

Full service robot maid cafe and engineering assistance: a fleet of Neuko assist the crew in both preparing meals and maintenance tasks, reducing both the minimum crew requirements and supply upkeep by X amount. Basically an alternative to efficiency overhaul. Reducing crew salary might also be viable.

P
Pathfinder118 · June 23, 2025

Neuko Augmentation - A prime Neuko now crews your bridge providing tactical data analysis and working with onboard repair bots to assist in more effective human/AI interface - Think like the AI cores from Exotica, increased efficency with the potental for multiple version of Neuko robots. Domain Integration - Having the starfarer aquire technology from (redacted) has allowed UAF engineers to modify domain technology to interface with UAF systems. - This would be a endgame (perhaps capitol ship only hullmod) that integrates some advanced domain tech into one of your ships, the possiblites are endless but a unique weapon mount might be interesting so that the primarily projectile UAF can mount some of the more advanced (redacted) weapons. - Alternativly its modifed tech that works like a Coronal Hypershunt allowing the ship/fleet to travel through stars/novas or a sort of resuable fuel scoop on those long deep periphery runs.

T
Tandem Charge · June 21, 2025

As tensions rise between the Auroran Federation and the rest of the Persean Sector, espionage had become a forefront in technological advancements as intelligence agencies sought to gain the upper hand. A UAF foreign agent, code named "Mr. Squeaks" took note of other faction's ships and applied modifications to their own after slugging through the jungle of UAF bureaucratic red tape. Sensor Fusion Package: Legally salvaged Persean sensors are installed and paired with onboard Auroran sensors. Information from the two sensor packages are combined to form robust and accurate sensor data. Other ships with the same hullmod provide additional bonuses - Ship strategic layer sensor range is increased by 50 plus a per ship bonus of 20 with diminishing returns beyond 3 ships that have the hullmod - Ship combat layer sensor range is increased by 1000su plus a per ship bonus of 500su with diminishing returns beyond 3 ships that have the hullmod Diamondoid Coolant Plates: Armor plates are replaced with diamondoid impregnated pipes that form a network of coolant arrays. These shunt away heat signatures into onboard heatsinks while a multispectral coat is painted on the facades reducing return signatures to almost zero. - Ship strategic layer sensor profile reduced by 60% - Active vent speed increased by 25% - Armor is reduced by 30%

K
Kyris · June 21, 2025

Actually idea.. this is centers around using figthers that uaf likes, Logistical - Figther Magnetic Tethers: Basicly like how a tug works with increase speed, but at cost of a little fuel and supplies. So uses 1/2/3/4 fuel and supplies in exchange for increasing Drive speed of the ship installed in. It basicly using figthers with a equpiment loadout of tethers and pulling the ship along in a bubble to with emitters to stablise the drive field. Supplies because it stresses the figthers out and replacement parts are needed. Logistical - Figther Cutter Arrays Increases salvage bonus on the ship its installed on by 2/4/6/8% salvage bonus. Another figther loadout where weapons are exchanged for cutters and grav hooks to carry salvage. Logistical: - Figther Utlitiy Bay requirement is that cost of a landing bay in exchange for access to an additional Logistical hull mod that can be installed, as in sense you repurposing the figther bay into more civilian uses. Late than never, but in sense playing off carrier aspect.

F
Flixerine · June 21, 2025

Hullmod Name: Overboost Drift Core Description: "If everything seems under control, you're not going fast enough." – Unknown UAF Drift Ace A highly experimental retrofit designed for extreme maneuvering and high-speed evasion. Developed by UAF racers, this core override pushes engines far beyond safe parameters. Speed is gained—at the cost of stability. Effects: +25% top speed +15% acceleration -35% maneuverability (turn rate and turn acceleration) +60% drift inertia (vessels carry momentum longer when turning or changing vector; feels "slidey") +10% flux generated by engines during active maneuvering Incompatible with Stabilized Engines, Auxiliary Thrusters, or Safety Overrides Flavor Music Trigger (optional modded feature): When ship is at 80%+ of its top speed and sliding >15 degrees off its vector, plays an anime remix of “Gas Gas Gas”. S Mod: +10% additional top speed (total becomes +35%) -20% drift inertia penalty (net drift becomes +40% instead of +60%) -50% engine flux penalty (net +5% instead of +10%) +10% zero-flux boost threshold (zero-flux speed bonus active up to 5% flux instead of 0%)

A
Ashreon · June 21, 2025

Reflective shield shunt : Removes the ship's shields. The external emitter nodes are replaced with reflective plating. Increasing the ship's armor by 10% Reflect 50% laser damage. OP cost: 1/3/5/8. S-mod: Increases the laser reflection by an additions 25% and give a 25% EMP protection

C
CY / Milkydromeda · June 21, 2025

An interesting idea but that kinda goes against the idea of Reflecta technology being costly and hard to manufacture in the first place. This is plausible but maybe with worse drawbacks.

Z
Zunavin · June 20, 2025

My kind of modification style is akin to the Imperium mod, basically it's a set of whole mods that are unique and can only be added to certain ships but also only one can be added out of this entire group. Alongside this, unless specifically stated, it will require an integration to work. It's slightly complicated but also simplistic for each one and is as follows. (This might also involve redoing a Sprite or two if you want to make things appear more natural) UAF conversion package: restricted to non-UAF ships, adds additional functionality to non-UAF vessels, low tech and midline vessels benefit from higher top speed and ballistic weapon efficiency however this power comes at The cost of lowered maneuverability. High tech ships have no lowered maneuverability but instead have a higher flux output as a result. DOES NOT REQUIRE INTEGRATION. UAF frontline package: restricted to UAF ships only. Increases efficiency across the board for all UAF systems, does not affect fighter craft, missile tracking or flux buildup due to prolonged fire. Ship speed +20% (replaces Royal thrusters with "afterburner" (augments Royal thrusters by removing burst limiter but can cause overload which will shut down and damage engines) Projectile speed, automated weapon tracking and weapon fire rate +20% Shield flux buildup -10% While active, shields lose 1% hard flux every second. UAF carrier package: Restricted to cruiser sized UAF carriers. Converts cargo decks into additional fighter lifts and improves maintenance routines on board resulting in increased efficiency. Carriers gain 2 fighter squadrons, Point defense tracking +20% All fighter and bomber squadrons: Speed and maneuverability + 15% Weapon fire rate +10% Missile and bomb capacity +2 Cargo -80% November Gunnery Package: Restricted to UAF destroyer or higher size vessels. Augments all projectile weapons on board to have longer range higher damage and travel speed, at the cost of lower accuracy and fire rate. (This means less flux build up :3) All projectile weapons: Range +200/300/450 across all weapons. Fire rate -35% Accuracy/autotracking -15% Damage +35% Auroran Wartime Logistics Package: Restricted to UAF freighters, Tankers, and troop carriers. Upgrades thrusters and lightens bulkheads while increasing power to shields and Point Defense weapons to improve overall top speed, and storage capacity. Adds extra crew capacity for maintenance reasons as well as increased fuel and cargo storage across the board. All ships regardless of size: Cargo, fuel, and crew capacity +20% Shield flux buildup -20%, while active shields lose 2 % hard flux every second Speed +15%

C
CY / Milkydromeda · June 21, 2025

The ideas posted here are too ambitious for my liking. It's great but when you take into account of the number of ships we have - it's just far too impractical to do so. All except the Gunnery Package. I'll keep that one in mind!

T
T Z · June 19, 2025

A bit off topic, but I actually feel UAF is already on the higher end of the spectrum for hullmods and content richness in general. Rather than adding more hullmods, I think the mod could benefit more from improved communication about its existing features—especially questlines and unique content. In fact, fewer hullmods could actually make the mod feel less overwhelming and more accessible to new players. Personally, it took me a couple of playthroughs to fully understand all the hullmods. So, I’d suggest prioritizing improvements to dialogue, descriptions, and overall clarity—perhaps with some help from GPT to polish the text. The same applies to other features, where streamlining could enhance appeal, especially for newcomers. Just my two cents, and thanks again for all your hard work!

C
CY / Milkydromeda · June 21, 2025

That's what the future update is all about. Only after we finish with the content first.

『
『SpectreAutomatus』 · June 18, 2025

Similar to how the Interstellar Imperium has hull packages you could use that same or similar system of speed enhancing, range enhancing, armor enhancing, flux management packages and such. Or even a twist such as missile speed boosts/reload times, faster projectiles, etc.

R
Reshy Shira · June 17, 2025

Given the UAF is pretty well known for having very good firing arcs and agile profiles, why not something to expand on that? Optimized Profile: Through careful and precise engineering, parts of a ship's hull and armor can be stripped to improve the coverage of turrets, performance of engines, and allows for integrating better targeting equipment to hard points. -15% armor, -15% hull, -10% mass, +33% turret weapon arcs, +15% hard point range, +20% ship maneuverability. S-Mod: Increases engine performance by 10% or 10 units, whichever is higher.

C
CY / Milkydromeda · June 21, 2025

Weapon arc adjustment are currently impossible. The rest are doable but unnecessary as there are vanilla hullmods already providing such upgrades.

F
Fawwaz Muhadzib · June 14, 2025

UAF Intergration Package effect : increase Weapon Stat by around 30% for all UAF weapon if used on UAF ship, all non UAF weapon will instead have reduced performance of 30% S - Mod : Increase Weapon stat buff to 50% Increase Weapon stat Reduction to 50%

C
CY / Milkydromeda · June 21, 2025

I wish I can make this one happen, it's been in my wish list since the beginning of time itself.

A
Alluvian Est-Endrati · June 12, 2025

Survival Cookie Packets (Hullmod for Carriers) "Enhancements to the void-resistant packaging ensures our confections remain fresh, and delicious, even on the longest patrol runs! Alas, we cannot guarantee the results for any trips through phase-space; the preliminary results are... not encouraging to say the yeast." Effects: (a) Wings launched from the carrier have slightly increase maneuverability and acceleration (but not top speed). Why? sugar rush of course. (b) Increased top speed when wing is returning to carrier. Need more cookies! (c) CR penalty to carrier AND refit time increase for wings, when there are any phase ships in the fleet.

C
CY / Milkydromeda · June 21, 2025

I like the idea a lot for its originality! Maybe we can have this one as a reward for going through the confectionary story route.

N
Nexira · June 12, 2025

Nekomata(or whatever the robot girls in the mod are called i forgot) workshop: A workshop for the maintenance and manufacture of nekomata. Enabling them to be reconstructed/reloaded from backups in spite of severe damage. This extends the survivability and service life of auroran ships in extended battles, and minimized crew losses. Either gives some ammount of crew per month, or provides a % of crew deaths back/ or just flat crew protection. costs: depends on how much benifit you want it to give. Inspired by tdolls from girls frontline. It could be a thing that you could get variations or an upgrade of by doing favors for the robot queen.

C
CY / Milkydromeda · June 21, 2025

This sounds like a good idea for non-automated ships.

T
Tacoman · June 12, 2025

A Parasite Fighters hullmod. At the beginning of battle, a ship will spawn 1/1/2/2 wings of one of the UAF's cheaper fighters/drones. Can't be installed on ships that already have hangars or Converted Hangar Bay.

C
CY / Milkydromeda · June 21, 2025

A bit too complicated for a +1 fighter to a combat wing. I'll consider this one.

D
Drago · June 11, 2025

it be cool if you add a your own orbital station i saw in the diablo mod has one and i like too see if the ufa mod has one too

C
CY / Milkydromeda · June 21, 2025

I am a bit too inexperienced for battlestations atm but it's already been planned out. Gotta do the ships and weapons first!

C
Commander Phoenix · June 11, 2025

Edge Enhanced Power Grid 5/10/15/20 OP Increases ship top speed and acceleration as flux increases up to a maximum of +50/30/20/15% Hardflux provides double the speed and acceleration bonus up to a maximum of +100/60/40/30% Disables Zero-Flux speed boost. +15% flux capacity -15% flux vent Vents flux as the ship accelerate(or move faster), up to 10% of total flux vent. Increases overload duration by 50% Overloading deals 10/20/40/70 damage per second over the duration of overload. S-Mod bonus: Reduce overload time from +50% to +25% Increase overload self-damage by 10% Inspired by the technology implemented in the Edge series weapon, an unnamed patrol captain ordered for the parts in a pair of spare Edge IIIs to be shoved into the engines, hoping to be able to dump flux through the engine exhaust and move faster. Despite the questionable engineering, it worked as intended, for a brief moment, then the ship catastrophically self destructed in the most spactular overload event seen in UAF history. Recovered ship logs inspired the Automata R&D labs to refine the idea and improve safety and performance in implementation. Implementation of this hullmod is still considered ill-advised, however, the sweet sweet a lure of a faster engine is often just as irresistible as a Choco Lava Cake.

C
CY / Milkydromeda · June 21, 2025

A really interesting idea but hella ridiculous stats. If this is ever accepted, we'll have to lower down the numbers because that's just absolutely ludicrous even for me. Also, you're into edging aren't you?

A
Alexander West · June 11, 2025

Uaf Auciliary Corps Op 4/8/12/16 Gives a flux and fire rate reduction of 15% for uaf weapons on non uaf ships.

C
CY / Milkydromeda · June 21, 2025

We weren't sure if this is possible. So, considering this as unknown.

T
TheLord999 · June 11, 2025

Adapted Abyss system decrease/nullify abyss debuffs on missiles and top speed (I think the abyss also debuff fighters too, but I not too sure), since 1 they're literally next to the abyss, 2 the UAF seem to have spend some time in the abyss so it's not far fetched that they developed measure to overcome it.

C
CY / Milkydromeda · June 21, 2025

Canonically impossible, but maybe possible if we make it happen via external factor such as remnant or tri-tachyon involvement.

A
Aurora · June 11, 2025

Hullmod 1: Royal Guard This hullmod increases damage of UAF ships by 2% and increases deployment points of 1 point per ship in the fleet (capped at 20) at the cost of the enemy's DP. However, this only works in UAF systems. This is in order to increase the power of many of the major defense fleets in Auroria that feel underpowered and are generally treated as the punching bag testers of late-game fleets. This hullmod is UNAVAILABLE to the player UNLESS it is a captured ship at the end of a battle. Hullmod 2: Chocolava distribution package (this is a troll) Increases rearm time of all minibreve and semibreve missiles by 20%: The crew is well fed on chocolava Increases damage and explosion radius of all minibreve and semibreve missiles by 10%: The missiles are well fed on chocolava

C
CY / Milkydromeda · June 21, 2025

Historically accurate.

h
hidefreek · June 11, 2025

--Neuko flight deck support.--- Tooltip: Installed Neuko drones into the ship's flight deck system to increase overall performance. Caution, the Neuko's drones imitate fully functional Neuko Automata. A skilled overseer is required. Requirement: Only for ships with a fully functional flight deck does the Converted Hangar hullmod not work. (Also work with the ship with Vast Hangar built-in hull mod) Incompatible with Expanded Deck Crew. OP cost: 15/20/25/30 Special bonus: If installed on UAF Automata ship, the OP cost will slightly reduce. Effect: - Reduces the rate at which the fighter replacement rate decreases due to fighter losses by 20%! - Increases the rate at which it recovers by 10% S-mod: - Reduces the repair rate of fighters by 30%

C
CY / Milkydromeda · June 21, 2025

We have recently made variable carrier operation hullmods similar to this one. You'll see them in the next patch.

B
Blitzkrieg_HOSS · June 11, 2025

"Divert Power to Weapons" Decreases engine speed but increase rate of fire of ballistics. "Civil Defense Force" A: Gives civilian ships access to a hangar slot B: Gives civilian ships a randomize compliment of fighters, bombers, or gunships. "Icarus Protocol" Not sure if this should be one tied to an unique ship or select line, but the general idea is to be energy buff oriented with the debuff of when the ship hits max Flux it can lead to the energy weapons becoming damaged and/or damages the ship.

C
CY / Milkydromeda · June 21, 2025

I like the "Divert Power to Weapons" idea, simple but effective.

S
ShadowDrake Gaming · June 11, 2025

Cruiser and larger only hull mod Full laser reflection. 50 0P to install Depending on hull size.

C
CY / Milkydromeda · June 21, 2025

You're a madman. lol

n
night · June 11, 2025

Since the UAF systems host multiple pirate fractions why not a mod/pirate mod, focusing on raiding or small fleet tactics, like increased salvage after battles, better stealth when sneaking. it can only be brought/obtained/learned by the UAF pirates, and lore wise it does make sense that some of the UAF tech would leak out/ be adapted.

C
CY / Milkydromeda · June 21, 2025

Might as well make my own game while at it! lol but yeah, maybe as a separate package for roleplayers if the demand is there.

A
ArcAngel of Love · June 11, 2025

Blue shroud, A hull mod derived from shrouded substrate. Similar to the shrouded hullmod but instead of pouncing backwards wen sufficiently damaged, it punces forwards and gains a damper feild effect that nullifies damage. Basically ramming

V
Vandalvagabond · June 11, 2025

HULLMODS (not one but five!) Lore: ice cream is a big business in the United Aurora Federation, but with the common hostilities among factions and piracy hounding the hyperlanes, it has become a common business tactic for Auroran food industries to license their trademarked recipes and designs. In return for the license, all they ask is 10% of the base cost as royalty, of which 1% goes into funding the Auroran Navy. It is highly advised that you strike at food convoys of UAF's enemies. Choco Lava License Package "Your Daily Dose of Lovely Choco Lava." OP: 15/20, civilian cruiser/capital ships only converts 4 Food and 5 Credits into 1 Premium Choco Lava Package. Can create up to 20/40 (cruiser/capital) per month. Drippin' Donut Diploma "Dark Coffee and Dark Chocolate Donut for me." OP: 15/20, civilian cruiser/capital ships only converts 7 Food and 15 Credits into 1 Chocolate Donut Bundle. Can create up to 10/15 (cruiser/capital) per month. Crazy Croissant and Popping Pretzel CoProduction "EMERGENCY! EMERGENCY! The slav- crew are raiding the kitchens again! We need backup!" OP: 15/20, civilian cruiser/capital ships only converts 13 Food and 13 Credits into 1 Croissant and Pretzel Box. Can create up to 5/7 (cruiser/capital) per month. Auroran Pet Kibble Pact "Not all can enjoy the chocolatey goodness. We thought of them, too." OP: 15/20, civilian cruiser/capital ships only converts 3 Organics and 3 Credits into 1 Pet Food (IndEvo_pet_food) per month. Can create up to 100/150 (cruiser/capital) per month. Smirk Silo's Sippin' Ships "Ships need to eat, too. 'sides, it ain't illegal to license subpar fuel production." OP: 15/20, civilian cruiser/capital ships only. increase ship maintenance by 25%. reduce max crew by 50%. converts 5 organics and 5 volatiles into 50 Fuel per month. Can create up to 500/750 fuel per month.

C
CY / Milkydromeda · June 21, 2025

Im not sure if this is Starsector or whatnot, its giving me facebook's Restaurant City ptsd.

V
Vandalvagabond · June 11, 2025

Beam Dissipation Plating OP: 10/15/20/30 OP Lore: in the wake of Battle for Aurora (2399), Queen Yuki signed an imperial mandate applicable to all scientific, engineering, and manufacturing industries related to military void ship production: to find a method of decreasing beam damage done to the ships of the Auroran Navy. This mandate worked in parallel with the military's own efforts to increase the defense of the void ships. After just two years, an older engineer from the Royal November Military Engineering Corps managed to figure out a specific pattern of pre-existing alloys that reduces both consistent beam and EMP damage. However, these "Mel Pazel" Pattern Plates are heavy and reduces manuevering of the ship they are installed on. And as revenge, the Queen chose to strike back at the Starsector Armada by selling this technology, through an intermediary, to the Pirate Warlord Kanta. In return, the pirates of the Core Worlds are explicitly RECOMMENDED to not harass Auroran shipping or UAF worlds in the periphery. Equipped with beam resistant technology, pirates of the Persean Sector have become a menace, evolving from a coyote into actual wolf packs, with a particular taste for the Persean League and the Tri-Tachyon shipping. Reduce beam damage against armor and hull by 25%/20%/15%/10%. Reduce maneuverability by 10%. Increase armor by 3%/5%/8%/12%. S-MOD Reduce beam damage against armor and hull by additional 5% across the board. Reduce maneuverability by further 10%. Decrease shield efficiency by 5%. Why is this good for UAF? -Go eat a bag of dick, Tri-Tach. -two of three main factions of the Core Worlds get crippled. Even if they use it themselves, it doesn't change the fact that their favored weapons are now weaker. -Hegemony can use it all it wants, but this ultimately doesn't affect the UAF's favored ballistics and heavy-hitting missiles. -Pirates can use them, and they do, but pirates also rely more on speed and maneuverability than their opponents. Even if the pirates decide to turn on the UAF with better armor derived from Mel Pazel Pattern Plates, they've lost the advantage that might have saved them from UAF's missiles and fighters. Why is this bad for UAF? -UAF themselves are not the tankiest of the factions. Giving an enemy a chance to live longer shoot just once more can mean that UAF's own ships go down. -UAF's ships rely on maneuverability as well. Decreasing this means UAF's ships also become more vulnerable to slower but cheaper and heavier hitting strikes like Hellbore Cannon.

M
Markus Staael · June 11, 2025

I like this, though I think the values might be too high haha.

V
Vandalvagabond · June 10, 2025

Emergency Automated Assistance OP: 8/16 FRIGATE/DESTROYER ONLY Lore: in the cruiser-dominated Persean Sector, frigates and destroyers are uniquely vulnerable to fighters swarms and high burst shield breaking alpha strikes. The A.I. scientist of Automata Fleet created a temporary fix in the early days of the federation's colonization in the Persean Sector. By configuring a Gamma Core-level A.I. aligned to the federation to help beleaguered captains and point defense gunners, any ship with this hullmod will experience an increase in point defense trajectory prediction, fire rate, and range when the ship's hull integrity falls below 25%. This overclocking, however, causes strain on the ship's operations, increasing the rate of combat readiness decay. A copy of this experimental hullmod was stolen by Persean League spies and reports speak of the hullmod's use across the Core Worlds. if hull integrity falls below 25%, increase point defense range by +25%/15% increase point defense damage by +50%/25% point defense ignores decoys reduce combat readiness timer by 25% or 60 seconds, whichever is greater at the time of activation. S-Mod: By integrating this hullmod, its activation no longer causes undue stress upon the ship's systems. removes combat readiness reduction debuff.

C
CY / Milkydromeda · June 21, 2025

I love this idea, this is likely to be accepted but I'll consult to the council first.

M
Markus Staael · June 10, 2025

---Fighter flux wires --- (Inspired by fiber optic drones) Cost: 15 CP? Fighter flux can be offloaded via flux-transporting wires suspended from fighters. This allows the carrier to take on the burden of fighter flux. This however limits the range of fighters. + Fighters do more damage / can take more damage. - Reduced range for fighters (-25%)? - Carrier ship gains flux when operating fighters OR (If technically possible) - Fighters "receiving flux" give it to the carrier instead S-Mod effects: Lesser reduction on range (-25% -> -15%)?

M
Markus Staael · June 10, 2025

--- EYESEAU relay --- Requirements: EYESEAU ship Cost: 10 CP? Tooltip: EYESEAU Relays allows us to transmit the effects of the EYESEAU ship Effects: + Increase the duration of "High alert readiness" (EYESEAU) ship system + Apply the "Nearby ship turn rate" but for a shorter range. + Apply effects of EYESEAU CnC Package but for a shorter range. (Only if your fleet has one installed) S-Mod effects: Increase range of effects. (1000 -> 2000)

M
Markus Staael · June 10, 2025

---Flux offloading ammunition--- COST: 20 CP? Tooltip: Experimental Auroran technology allows some flux to be transferred to be stored in our ammunition. This allows for the removal of small amounts of flux when reloading weapons, the process is however time consuming. Effect: (Applies to Missiles/Balistics) + When weapon reloads occur, reduce flux by a flat amount (Scaled according to weapons size) + Slightly increases enemy flux on hit (Lore wise most of the flux will have dissipated during travel) - Reload speed is decreased (-10%)? S-Mod effects: - Reload time decrease increased (-10% -> -5%)?

E
Erealya43 · June 10, 2025

Hull mod Humpback cruiser and larger reduces combat burn speed based on ship class. Increases shield hard flux upon reaching 50% hard flux increases weapon fire rate and damage starting at a base 25% to 75% increase as hard flux is gained and soft flux rate reduced by 25% to 50% 20 OP to install

А
Артем Тімченко · June 10, 2025

Hmm... I have a couple of ideas, but I`m not sure, if it even possible to code... Hullmod 1: Carrier Support Array (Or something like that) Installed in any non-carrier ship and increases engagement range (and/or give them another buffs) of nearby fighters depending on hullsize and own ECM/ECCM rating. Variant 1: Allows strikecrafts to engage in certain radius around the ship, if there is direct connection between carrier and ship with HM. It can be installed on anchor of the fleet and allow carriers to stay further away from the fray, while retaining most of their combat effectiveness. Variant 2: Simply buffs nearby carriers. Can be installed on support or escort ships to passively increase effectiveness of carriers. Hullmod 2: Strikecraft Rearmament Microforge (WIP) Installed in any ship with hangar and allow them to resupply and repair damaged (if damage is not > n% of max hull) of another carrier`s strikecrafts in expense of own resources. Amount of simultaneously maintained strikecrafts is limited by amount of "unoccupied" hangar slots. Can be installed on battleships with hangars to maintain constant pressure, or another carriers.

O
Oni · June 10, 2025

No ideas for the moment, but I encourage you to include bonus and/or increased effects if the hullmod is built-in to the ship... Also, 'Ice Cream Production' should occasionally create Ice Cream cargo for sale, if there's room in your cargo bay.

I
InSanituu · June 10, 2025

Strike Relays (cant think of names) Points scaling with size (5/10/15/25) or just a flay (15) Applied ship projects a local signal that enhances nearby allied strikecraft performance. Its range scaling with hull size: Frigate: 1500 Destroyer: 1200 Cruiser: 1000 Capital: 800 Strikecraft within range gain: Fighters/Interceptors: +15% damage or +10 flat, whichever is higher Bombers: +25% damage or +30 flat, whichever is higher +10% maneuvering speed (turn rate and perhaps acceleration ? optional) if applied ship has fighter bays: Increases signal range by +300 (optional) Strikecraft launched from this ship gain +15% engine speed or +50 flat, whichever is higher, while within range Bonus fades once wings exit the radius Well, this essentially leans into more synchronised aggression and allowing non-carriers to further pair into carrier fleets. With most frigates likely already up and front. They'll buff strikecrafts targeting the same enemy or Interceptors being better at escorting larger hulls. Could be nice for battlecarriers that go in the thick of it too

H
HD123476 · June 10, 2025

A mod for cargo ships that turns them into supply ships and reduces fleet maintenance. (Or reduces fleet fuel consumption). 8 Points.

C
CY / Milkydromeda · June 21, 2025

This is currently planned for specific ships only.

M
Michael Gregg · June 10, 2025

All wings in : Carrier (exclusive 8/10 points maybe?) 10% to fighters target capital ships or stations or large ships Swarm Tactics : Carriers ( 10 points maybe ? ) The idea of increasing fighter development side at the cost of damage or something just love the fighter designs just the idea of watching them shred through sindrian fuel company brings a smile to my face Maximum fire power all ships (6-8 points or something ) if enemy ships reach max flux and become cripple guns can be design to take advantage of the opportunity Cripple : all ships (3-4) more damage to guns and engines Electron payload: all ships (3-6 ?) : missiles do hard flux causing more overloads High pulsar : 3-8? all ships : Energy weapons deal more hull damage Av rounds : Ballistic weapons deal 10% more hard flux allow more frequent overloads just some ideas lol

t
toastbro · June 10, 2025

Target Painting Array Exclusive to Destroyer or below Ships damaged by the one equipping this hull mod will take 5%/10% more damage from fighter wings for a certain amount of time Costs 6/12 OP The idea is to solidify the role of smaller ships in a fleet as supporters of the carrier doctrine without necessarily needing to be carriers themselves. This also keeps the UAF's 'mobile ships' identity in play as smaller ships can harass larger targets and make them a bit more vulnerable to bombing runs from the fleet's anchoring carriers. Allowing the buff to stack is a possibility that can allow for more wolfpack-style comps using many small ships anchored by 1-3 large carriers.

S
SLNT · June 10, 2025

To be honest I'm not the creative type but how about a hullmod that gives your large guns proxy fuses? Another one if possible for bombers: Scater bombs in a fan to cover more space or for easier time hitring smaller targets. That's it from me at this point.

M
Markus Staael · June 11, 2025

Fuses for weapons would be a good idea. Maybe for point defence? That way you would still be a little defended when you overload.

E
Ean · June 10, 2025

Improved communications tower Exclusive to carriers, It provides a 10% extended range for fighter wings encouraging carriers to stay farther from the main line of engagement. Costing 15 OP to install

S
SLNT · June 10, 2025

+1

D
Diov · June 10, 2025

I got no idea. Good luck to everyone else, may the best writer win all of the cake!