- Edited
I remember back to Homeworld: Cataclysm; the dreadnought had a repulsor ability which when used, created a blast that pushed enemies away from it, buying time. Such a part might be fun in Cosmoteer.
A space game with a physics engine deserves mechanics that play with those physics!
Ideas for implementation:
-Gravity Repulsor is a large room that gets loaded with power. When the part is activated, the power charge is expended, creating a wave of force that expands outward from the ship, pushing away enemy and ally alike.
- The wave might also affect physical projectiles. Great for pushing away that first huge salvo of missiles or deflecting a big barrage of cannon fire.
-Rearming takes considerable time, crew participation, and power. Only about two uses per minute.
-Maybe include a reverse polarity option to pull ships(and projectiles!) in as well. Either an instant gravity implosion or a gravity well that stays active for a longer duration.
Possible uses:
-Push an enemy out of range when your shields go down.
-Scatter an incoming wing of fighters.
-Repulse a ramming attempt.
-Fling a damaged ally away from danger.
-Pull in debris and asteroids for efficient salvage and mining.
-Okay this part might have too much utility... wouldn't want every ship to carry one. Needs a drawback. Maybe repulsor is directional and must be placed on the outer surface of the ship, like a shield generator? This way it would take up potential weapon and defense slots.
A similar idea: gravity cannons that shoot small waves of force to knock around enemies.
-Light area damage that ignores shields, no tile penetration.
-Short optimum range, moderate maximum range.
-Width of blast increases over distance, but strength of blast decreases. At max range it's about as dangerous as a fart.
-Slow-firing. Charges up a blast, then releases when ready.
Both of these weapons would have little effect on very heavy ships. Perhaps multiple repulsors would be necessary to push large ships?