C
CommanderCody
Ok by the time your to mizar you basically know all the weapons there are out there and the game starts getting boring from the weapons viewpoint, why not diversify after Gemeni and have Sub-Weapon classes.
Note: The "Regular" Tech is also significantly cheaper than the specialised. (I also dont have time to list this for every different type of Bp out there right now but I'll try to add more and other folks ideas for Sub-Weapons are welcome)
Weapons classes that dont have Sub-Classes (I dont have sub-classes for Sniper Tech Btw):
Collectors, Taunt, Preferator, Stun Charge, Materializer, Repair Droids, Aim Computers, Repair Target, Afterburner, Aim Scrambler, and Speed Acuator.
Sub Weapons for All Ship Classes:
Blasters -
Regular (Ion Weapon Basically)
Plasma (Gives heavy damage but suffers from shorter range than blaster and also uses much more energy and has slightly longer reload time)
Rail Gun (Much Longer Ranged Weapon but about the same damage as a regular blaster but also uses more energy and has a slightly reload time also)
Artillery Class I (Has the a bit more range than a regular rocket but has a noticalbly lower damage than a Ion Blaster, uses about the same amount of energy but suffers a signifantly longer reload time)
Artilley Class II - Longest Range of any weapon and deals massive area damage but suffers from low damage to targets close to it, Longest Blaster Reload Time, Very large amount of energy usage and cannont change the are it is going to bombard once it is in mid-air. Thus it will hit the area where the enemy ship was when you fired it.
Sub Weapons for Storms
Rockets -
Regular
Heavy Rocket - Reletivly Long Range, Damage Dealer, big area damage dealer, but long reload, heavy energy user, and poor acuracy.
Multi-Rocket Launcher - fires 10 Small Rockets, each rocket iduvidually doesnt give much damage but combined they are big time damage dealers. They have a noticalbly longer range than a regular rocket but can be outrunned easily if the enemy afterburns. They suffer from relitivly poor aim, low change of critical, high energy usage, and a long reload time. They also suffer from no area damage.
XLAA Missile - The XLAA (Extra Long-Range Air to Air) missile has a good range, high acuracy and does decent damage but suffers from it's high energy cost, recharge rate and price. It also suffers from a low area damage.
Destructor Rockets - Very Heavy Damage, Very Big Area of Damage, Will Detonate even if it misses it target but suffers from being, easy to outrun, having very low chance of critical, low acuacy, very very long reload and very high energy usage.
Thermo -
Regular
Thermo Cannon - Consintrates massive amounts of light on a Tube of Specal Gases and Atoms and sends a beam of light through it to create a 15 Seconds Blast from your Past on the enemy ship. Inflics more damage than regular Thermoblast but suffers from Longer Reload, More energy usage, and Slightly Shorter Range. Acuracy and thus damage is increase with use of Aim Computer
Sub Weapons for Stuns
Stun Dome -
Regular
Stun Bomb - Big Suprises come in small packages! You can drop it where you like and it auto-matically will stun any ships within the regular stun domes range. If only 1-2 ships come near it, it can stun them multiple times as it has 4 Stun Charges and 1 Stun Dome (only one or the other are used though they dont both work) Its weakness is it can be destroyed in 2 hits from a blaster of its same level of technology (but will release a stun dome on all enemy ships around it when it blows up), very long reload, and high energy consumption.
Aggro-Beacon -
Regular
Sub Weapons for Engineers
Protechtor -
Regular
Repair Field -
Regular
Sub Weapons for Tanks
Shield -
Regular
Arrgo-Bomb -
Regular
Aggro Cannon - Consintrates the power of the Arrgo-Bomb into a 90 Degree radius directed whichever way you point it towards. It does 75% More damage and has a signifcanly deeper range it infilcs damage on but suffers from Very High energy usage and long reload.
Mine - It will explode 1 tick after something it can damage flys over or near it. at this speed it will damage anything not after burning at full right over it (it may even damage them). It has noticably better damage than a regular aggrobomb but suffers from longer reload and alot more energy usage. It also can be shot down by other Pilots in 1-2 Hits if they are using a blaster from that same level of tech.
I will complete this as soon as I can but for now I wanted to get the ideas out there.
Note: The "Regular" Tech is also significantly cheaper than the specialised. (I also dont have time to list this for every different type of Bp out there right now but I'll try to add more and other folks ideas for Sub-Weapons are welcome)
Weapons classes that dont have Sub-Classes (I dont have sub-classes for Sniper Tech Btw):
Collectors, Taunt, Preferator, Stun Charge, Materializer, Repair Droids, Aim Computers, Repair Target, Afterburner, Aim Scrambler, and Speed Acuator.
Sub Weapons for All Ship Classes:
Blasters -
Regular (Ion Weapon Basically)
Plasma (Gives heavy damage but suffers from shorter range than blaster and also uses much more energy and has slightly longer reload time)
Rail Gun (Much Longer Ranged Weapon but about the same damage as a regular blaster but also uses more energy and has a slightly reload time also)
Artillery Class I (Has the a bit more range than a regular rocket but has a noticalbly lower damage than a Ion Blaster, uses about the same amount of energy but suffers a signifantly longer reload time)
Artilley Class II - Longest Range of any weapon and deals massive area damage but suffers from low damage to targets close to it, Longest Blaster Reload Time, Very large amount of energy usage and cannont change the are it is going to bombard once it is in mid-air. Thus it will hit the area where the enemy ship was when you fired it.
Sub Weapons for Storms
Rockets -
Regular
Heavy Rocket - Reletivly Long Range, Damage Dealer, big area damage dealer, but long reload, heavy energy user, and poor acuracy.
Multi-Rocket Launcher - fires 10 Small Rockets, each rocket iduvidually doesnt give much damage but combined they are big time damage dealers. They have a noticalbly longer range than a regular rocket but can be outrunned easily if the enemy afterburns. They suffer from relitivly poor aim, low change of critical, high energy usage, and a long reload time. They also suffer from no area damage.
XLAA Missile - The XLAA (Extra Long-Range Air to Air) missile has a good range, high acuracy and does decent damage but suffers from it's high energy cost, recharge rate and price. It also suffers from a low area damage.
Destructor Rockets - Very Heavy Damage, Very Big Area of Damage, Will Detonate even if it misses it target but suffers from being, easy to outrun, having very low chance of critical, low acuacy, very very long reload and very high energy usage.
Thermo -
Regular
Thermo Cannon - Consintrates massive amounts of light on a Tube of Specal Gases and Atoms and sends a beam of light through it to create a 15 Seconds Blast from your Past on the enemy ship. Inflics more damage than regular Thermoblast but suffers from Longer Reload, More energy usage, and Slightly Shorter Range. Acuracy and thus damage is increase with use of Aim Computer
Sub Weapons for Stuns
Stun Dome -
Regular
Stun Bomb - Big Suprises come in small packages! You can drop it where you like and it auto-matically will stun any ships within the regular stun domes range. If only 1-2 ships come near it, it can stun them multiple times as it has 4 Stun Charges and 1 Stun Dome (only one or the other are used though they dont both work) Its weakness is it can be destroyed in 2 hits from a blaster of its same level of technology (but will release a stun dome on all enemy ships around it when it blows up), very long reload, and high energy consumption.
Aggro-Beacon -
Regular
Sub Weapons for Engineers
Protechtor -
Regular
Repair Field -
Regular
Sub Weapons for Tanks
Shield -
Regular
Arrgo-Bomb -
Regular
Aggro Cannon - Consintrates the power of the Arrgo-Bomb into a 90 Degree radius directed whichever way you point it towards. It does 75% More damage and has a signifcanly deeper range it infilcs damage on but suffers from Very High energy usage and long reload.
Mine - It will explode 1 tick after something it can damage flys over or near it. at this speed it will damage anything not after burning at full right over it (it may even damage them). It has noticably better damage than a regular aggrobomb but suffers from longer reload and alot more energy usage. It also can be shot down by other Pilots in 1-2 Hits if they are using a blaster from that same level of tech.
I will complete this as soon as I can but for now I wanted to get the ideas out there.