Sorry, we don't support your browser.
Install a modern browser
Let us know how we can improve the game and vote on existing suggestions.
Modules
Filter
Most voted
Artillery turret
#1178
A top segment drillship turret that can you can order to shot using a button on the G menu. Range and demage would depend on tier. A siege weapon to help you with cog ships.
Planned
Gameplay
Modules
94
1
Drones
#73
This is going to be a long one, good luck for reading all of it lol. Disclaimer : The two images are here for inspiration, and to represent better what I imagine. (they're not mine and may very well be copyrighted) Before I talk about drones, I ha
Planned
Gameplay
Modules
77
2
Alternate powersources
#18
Solar/wind power combined with the batteries suggested in another post would be cool. Have a large battery installation coupled with solar and you wouldn't be dependant on coal but also sacrificing the space for other things.
Planned
Gameplay
Modules
75
0
Cog detection radar
#546
Sometimes I find myself a low traffic spot to repair/produce/do my thing with my guns docked for saving energy. And then suddenly, boom, cogs in your ship while you're caught off guard. Would it be nice to have a CogRadar(c) that you can mount on
Gameplay
Modules
60
0
Bonuses from connecting modules
#105
It would be nice if two T1 modules placed next to each other gave an additional bonus. E.g Warehouse 24 + 24 + 10 (for the neighborhood) This would force a more intelligent installation method
In Review
Gameplay
Modules
55
0
Catwalks on roof modules
#1013
We've seen a few suggestions about some sort of Lookout Tower module. I like the idea, but I've come up with something else that would be nice as well. The idea would be to give access points to the roof of the ship, and give easy movement on it, ev
Gameplay
Modules
51
0
Drillship Energy Shield Module
#77
A late-game module which would take up three spaces, and can only be placed on the ceiling. When deployed, it would allow you to choose how much damage you want it to absorb. The more the absorption, the less damage your Drillship will take, however
In Review
Gameplay
Modules
49
0
Turret reload animations
#743
Since the Combat Update, turrets reload, which is nice since it gives you a bit of time to... do anything, really. But there's no indicator of that other than the turret stopping to shoot. The concept arts they shared during development had indicati
Gameplay
Modules
Visuals, experience and immersion
49
1
T2 Garage module (call small vehicle)
#883
We know about the planned tanks, and a smaller fast vehicle. We have assumed that the fast vehicle will deploy from the same garage module than the tanks, even though it probably won't be as big. Going off the "ship drones" (#45, <@#28%
Gameplay
Modules
42
0
Cupula / Roof visibility module
#230
Roof module, probably Size 3. Idea would be something like the window modules but for the roof, opening up when activated to create a platform on the top of the ship with low walls for cover. Probably some sort of integrated ladder down to at leas
Gameplay
Modules
41
2
More turrets ammo
#804
I think that if you were able to make turret ammo with armour penetration bullets or explosive rounds then the turret should have armour penetration bullets or explosive rounds. Summary: Make turrets able to shoot more ammo
Gameplay
Modules
39
1
Mortar Turret Predictable shots
#558
Hey ! Here's a thing that could be cool : Currently mortar turrets shot where the enemy is. Meaning if the cog is approaching the Drill and the mortar is in range to shoot, the ammo will peacefully go ahead his head doing no damage and letting cog
Gameplay
Modules
Balance changes
38
1
Mega Modules
#378
I've seen a lot of people talking about bigger modules, T4 ones for example. The idea felt weird to me at first, but I've put some thought into it and came up with something that sounds more plausible to me. Mega Modules are a special kind of modul
Gameplay
Modules
38
0
Player to ship storage drone
#28
A special chest that can be plopped down any ware in the world. This would be useful for raiding drill ships. There have been a number of times where I would have to leave loot behind because I’m out of inventory. But with the chest, if you run out
Planned
Gameplay
Modules
38
0
Seismograph module
#1141
Since the eruption timer might get removed (#76), and also might become a bit more random, we'll need to pay attention to when rumbling starts to happen etc to know when to retreat. I imagine that the time it takes for these warning sig
Gameplay
Modules
Drillship devices
38
0
Sign in
Make a suggestion