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Suggestions / Re: Improved Guided Munitions
« on: February 27, 2012, 02:49:50 PM »If I may, I'd suggest that you take a read at my own thread (shameless plug), 'Improved Guided Munitions'-- a lot of what you're suggesting could be added to that thread, or I've touched on it in some way.
A bomb-pumped X-ray missile, for example, I've suggested, and Alex has essentially said that hte sprites for such a thing are already done, they just need to be implemented.
Seeing this quote, I think we should probably get a stickied weapon suggestion thread to consolidate all of the interesting ideas which have been put forward so far.
Also, more from me, I've just realized that we are definitely lacking in ballistic weapon delivering nuclear explosives (large guns firing several hundred pound fission/fusion warheads, and smaller ones launching Hafnium Induced Gamma Ray mini shells)
Also, gyrojets, everybody likes gyrojets.
There's also a distinct lack of Grasers and Masers.
Shatter beams (A weapon which fires gravitons or some other handwavium to simulate Tractors/Repulsors, which cycles rapidly between the two, creating massive shear forces that shred a ship into bits, not to mention pulverizing flesh bags against the bulkheads of the vessel itself) Extremely soft weapon, in the same realm of plausibility as slow traveling plasma blasts and Faster Than Light beams interacting with sub-light Baryons.
From my previous thread
I'd like to preface my suggestions by saying this is a fantastic game, and I am absolutely loving the sprite ships rendered in a nice engine, it's like a modern version of Ares.
So, I'd like to see more weapon types available for the player to customize his ships and fleet with, and I'll start out with a few standard weapon tropes that I believe are missing.
Energy Missile/Torpedo: Provides a large range of variables that can be tweaked, but in generalExamples of potential weapon roles include swarms of independently seeking anti-fighter/bomber plasma balls, long range anti-ship self-propagating fusion torpedo, area of effect persistent damage cloud of positrons, for anti-missile/fighter use.
- Damage dissipates with range traveled, effective ranges varying from extreme range bombardment to knife range area saturation
- Do not use ammo, or have very large ammo reserves
- Extremely long reload times
Cloud Weapons: This is much more nebulous (pardon the pun), I'm thinking about a weapon which would be aimed at an area and used to inflict detrimental status effects on all ships fighting within the area, some examples would include electromagnetically conductive particles that play havoc with ship operation, possible status afflictions like increased flux production and decreased venting, reduced shield efficiency, or nebula esc effects, like reduced turning rate, max speed, acceleration. A cloud of diamond dust particles which reduces the range of energy/projectile weapons passing through it. A positron cloud which slowly eats away at everything unshielded inside the cloud (late game way to deny an area from pesky fighters, or pour on damage against a resistant foe).
Area of effect weapons that explode at the mouse's location: A staple weapon given to the player to provide them a large advantage over AI controlled ships.
Sub-munition missile weapons: Fire a missile to the side of a ship, it explosively pumps an X-Ray laser at the target. Similar to flak weapons, just in missile form, really.
I'd like to see others thoughts on what kind of weapons they'd like to see in the game as well.