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Weapons.


DoomAngelBlade

Suggestion

I'll just drop here some weapons/weapontypes/weapon variations/ etc. from other games/ideas/etc.

 

Just wanted to see some variety myself for a long time in this game.

And yet latest thing I found in game are still the lasers and projectile launchers.

 

I am not familiar with latest version due to lack of access to it.

 

Here are ones in the game already (AFAIK):

 

1. Energy projectile launcher.

Launches ball/sphere/line/etc. of energy that does thermo/electro damage.

2. Laser beam generator.

Generates a beam of energy/whetever that deals damage to the enemies.

 

Here are some:

 

1. Kinetic projectile launcher.

Literally bullets. The caliber,material and velocity matters. Bigger? Faster? Stronger? more dmg

1.1 Rail gun. Your basic bullet launcher.

1.2 Mass driver. One shot. Alot of penetration. Not so big damage.

2. Pulse beam generator. 

High damaging beam that is generated but only for a few moments (Overload/ energy usage/overheat/ whatever)

3. Missile

Heat seaking, aimed, or dumb ones - free of choice.

3.1 Swarm variant.

-Shoot only at red dots, cadet.

-You mean that wall of red dots?

3.2 Dumb rocket.

Fast speed, low damage, small size. Why to get it? Because it's EXTREMELY cheap.

3.3 Homing.

-Do a Barrel roll!

-NOT SO EASY

4. Rockets.

Literally bigger variant of missile. Slower, less agile but far more damage.

5. Torpedo.

For them carriers to be destroyed in one punch.

Punch flies slowly tho.

6. TracKtor.

Power of majick fields is now used in order to drag stuff from a high distance to you!

7. Grav. Fields beam/manipulator.

Literally a punch in form of beam. It hits your ship kinetically, making one part go somewhere and other part somewhere else, tearing your ship apart. Effective in masses(More beams - stronger effect)

8. Mine field.

Homing or not - you better not touch them. Kaboom. EMP/Explo/Thermal/Kinetic.  Best is kinetic(Hey! Multiple DRILLS that drill thru armor are lethal to anything. Only way to get rid of em is to detach parts or DRONES!)

9. Drones

Your ship components: Crew quarters, control room, cargo bay, energy generators, energy storage ,engines. Bulky, eh?

Now let's shrink it to Engines, energy generator,capacitor and weapon.

Here we have a drone - automatically manned ship with only one purpose - KILL. Fast and agile but fragile.

10.BOMB

You call that canister a bomb?

Ye!

Why?

Let me show you an example how the bomb works. Here i set it for explosion in 5 seconds so now you can say goodbye to every-BOOM.

 

High AOE

High Damage-distance falloff

High price. Very high price.

 

10.1 EMP

Shields? What's that?

10.2 Kinetic

Did we just hit an asteroid?

10.3 Thermal.

We just became a star, baby.

Continious damage to a big area.

10.4 Explosive.

Medium damage to everything in area. Very good against huge targets.

 

11. Crew pods

Why destroy the ship if you can take it?

 

Q. to Developer - do you plan anything of that(or something that is not here) to be added as a weapon?

 

 

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Some of them are already on game. like:

 

1.1 Rail gun

3. Missile

6. TracKtor.  (kinda)

 

Some of the suggestions are ok, but donno how if can be implemented.

 

Regarding weapons, I would like to see some standardization, as right now, thy are very random, and is quite impossible to get a set of weapons on a ship with 2 weapons alike. some have more rate of fire, others dmg, other range, etc etc...

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Nice work Dino,

 

I am thinking in doing a statistics ananlisys on them, so you could see them with numbers, but will take me a while.

 

I tried to "cheat" my way in to do so by changing, in a test server, the Server.ini lines:

 

TurretDropChanceFromTurret=1
TurretDropChanceFromCraft=1
TurretDropChanceFromBlock=1

 

In doing so I though I would make get bt  loads of turrets, together with the "spawn pirates" comand... but guess what, it does not work :\ drop rates are still the same. any idea whY?

 

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