Modular Armor System.

  • Some kind of workbench that can used with both Nano and Quantum suit parts.


    So, instead of the concept of having the powers built-in the Suits, they would only be strong as Iron and Diamond for N-Suit and Q-Suit respectively.

    When using with the N-Suit, the amount of modules that can be used would be reduced to like half of the Q-Suit for balance.


    The energy of the suit would be all focused on the Chest plate, making it the most important piece of the set, since without it the other parts would not work at all.

    Modules:


    For Head:

    Underwater respiration module, that drains on Air cells, and advanced version of the module with air recycling, ditching the air cells.

    Auto Feed Unit

    Night Vision Module, and an advanced version that doesn't blind you when on lit areas.

    Hud Modules, please refer here: Additions to the HUD.

    For Chest:

    Forcefield protection, for projectiles, and a more advanced with laser protection.

    Radiation resistance.

    Jetpack

    Gravity bender (like creative flight)

    EU Storage Upgrades (Stackable to a certain limit, and a little more on the Q-Suit, or perhaps act as a multiplier where the base power from N would be ofc lower then Q, etc) (could be the existing ones used in machinery).

    EU delivery system, to recharge items across the inventory, with multiple modes featuring: Only Hands, Hotbar, whole inventory, and an ultimate mode where it would link to the machine you are with whose GUI opened and provide power to it.

    Tesla Coil, it would shock enemies that are close to you, upgradeable to more damage per tick (ofc consuming more) and more hit area (consuming even more).

    Electro-Magnet to pull in dropped items.

    Inventory Storage modules, with partnership from ShulkBox industries, potentially doubling, tripling, or even quadrupling inventory space, by enabling the user to make 128 to 256 item stacks instead of 64 items (or maybe by adding more slots, whichever be easier).


    SAK Fists, instead of carrying tools you can use your fists, the upgrade can be modified on its own to add or remove: Drills, Chainsaws, Lasers, sabers, electric wrenches, e-treetaps, e- hoes, e-youNameIt.


    Kinetic generator that while you walk it would help recharge the battery. stackable to a faster production, with limits.

    Solar generator that while under sunlight it would help recharge the battery. stackable to a faster production, with limits.

    Geothermal generator that while swimming in lava, it would drain the lava, and it would help recharge the battery. stackable to a faster production, with limits.

    Windmill that while flying it would cut down the jetpack /gravity bender consumption, stackable, with limits.

    Watermill that while swimming on high waters would cut down the faster swimming module consumption, stackable, with limits.

    And last but not least, Nuclear Radiation absorber, when you get hit by a nuclear explosion it would fully charge your suit (or maybe not, providing how many are stacked).

    For Legs:

    Over clock upgrades to enable one to run faster (the same ones used in machinery).

    Faster Swimming, maybe linked to the above.


    For Shoes:

    Greater jumping height, upgradeable, perhaps with fluid ejection upgrades since it would impulsion you with air jets).

    Fall breakers with maybe air cell usage, an advanced version where it uses more EU instead of cells.



    I'm pretty sure there are more to think about, but for now that is it.