So with the new implants, it seems like they could throw in vehicle-focused implants. With the current implants, a few are shared by vehicles and infantry, like Ammo Printer. But most of them (Vampire, Catlike, Safefall to name a few) are pretty much exclusive to infantry. In order to be fair (and to promote combined arms), vehicles should gain access to vehicle-only implants. A few suggestions: Vehicle Shield- Vehicles gain a rechargeable shield similar to infantry. Probably 1,000 HP for the shield. Only one per vehicle (does not stack with other Vehicle Shield implants). The downside to this implant (unlike infantry implants which have no downside) is that the user of the Vehicle Shield implant has no personal shields. Fire Control System- Vehicles gain a targeting computer which automatically calculates and adjusts for ballistic drop. Essentially this removes the drop from vehicle weapons, allowing them to more precisely hit their targets. FCS implant only applies to the specific gun that is in use, not all weapons of the vehicle. The downside is a slight decrease in the rate of fire as the FCS implant calculates a firing solution. Explosive Ordinance Disposal- Unlike the earlier EOD implant which really didn't do anything to actually dispose of explosives, this implant will automatically detonate any hostile explosive at a safe distance from the vehicle. This not only includes AT mines and C4 packages, but also will detonate incoming infantry rockets, missiles, and grenades. It will also detonate AT mines and C4 if they are held (but not yet deployed) by enemy infantry. This implant operates on a cooldown so it cannot defend against multiple explosives simultaneously. Another downside is that the user of the implant cannot carry any explosives/explosive weapons themselves. Vehicle Cloaking- Like minor cloaking, vehicles who remain stationary for several seconds will conceal themselves with an individual cloaking field. Significant movement or the firing of weapons will disrupt the cloak, and for a few seconds afterwards the vehicle will still be unable to fire as power is rerouted to the weapon systems. Due to re-engineering the power systems of the vehicle, top speed is slightly reduced. High Velocity Round- Improves the muzzle velocity of fired weapons by a significant amount, allowing for the easier placement of shots. Increases damage done by a marginal amount because of the higher velocity of impact. Due to greater complication in loading modified rounds, reloading of the weapon is increased by a certain amount. Impact Repulsors- Reduces or eliminates vehicle damage taken from crashing into objects, depending on the speed of the impact. Bumps or minor falls are harmless, and higher speed crashes may be survivable. Great for pilots in training to avoid significant damage from slow brushes against trees. The downside to this implant is that the object that was crashed into, say an enemy infantryman or aircraft, will also suffer reduced damage. Real Threat Detection- Enemy units that pose the greatest risk to the user vehicle will be highlighted for all occupants of that vehicle if they are within range (sort of like the bounty icon). For example, tank threats include AP tanks, C4 infantry, or Liberators. Air threats include AA MAXes, SAM infantry, Skyguards, ESFs, etc. These high threat units will be marked on the minimap and the standard UI. Because such advanced threat identification systems generate a lot of signals, the user vehicle will have an extended autodetect radius for the enemy (unless nullified by Stealth). Preventative Maintenance- Due to proper preparation of the vehicle, it is somewhat more sturdy and less likely to suffer from accidents. This reduces the risk of on-board fires until the vehicle is severely damaged and very near destruction. The vehicle also gains a small bonus to armour against all sources. The downside is that more maintenance results in a higher nanite cost for deploying the vehicle. Non Explosive Reactive Armour- By bolting on plates of armour, high-damage incidents can be avoided with the armour absorbing the impact and being destroyed instead of the vehicle. Any single source of damage that would have done more than 30% of the vehicle's HP is negated. After the damage is prevented, the NERA is disabled until a significant cooldown expires. The downside is that the pilot/crew's infantry HP is reduced by a very significant amount. Vehicle Ammo Printer- An advanced version of the Ammo Printer implant that only benefits vehicles. It resupplies vehicles at a much faster rate, but only for the weapon that is being used. It will, however, also resupply identical weapons from nearby vehicles as well (for example, two AP Prowlers next to each other will resupply, but an AP Lightning will not). The disadvantage is that the user's infantry ammunition load is reduced by a very significant amount. Safety Tether- Players can now directly spawn into vehicles that they own. For example, if a tank crew had to dismount to fight on foot, they can quickly return to their vehicle parked at the edge of the base. Or a pilot who was sniped while repairing her aircraft can simply choose to respawn into their vehicle. The downside to this is that users of the implant cannot spawn into any base spawnpoint for the hex that they are in (if they die in their vehicle then they must respawn at a different base or a Sunderer). In general, vehicle-specific implants are meant to make vehicles more effective, but always at a cost. Often times that cost would be reduced effectiveness as infantry, a decreased vehicle capability elsewhere, or increased cost. Most of them come from ideas about tanking, but I'm sure a few of them might be useful for aircraft as well. Vehicles ought to have as effective and interesting implants as infantry get. That's only fair.