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Sub-Weapon Classes

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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. ;)
 

pbhuh

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Yes, i had the same idea,

more speed, less damage

more damage, less range

more range, less speed


etc.
 

DeathsBeast

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You might want to wait until Draconis is released before you talk about how ships are the same-old same-old... Do you know if they are the same? I think not. :) I would repost this after release if they haven't changed anything.
 

Ahsoka

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I like the Idea But a sub-class of rocket: Rocket Pod - Fires more rockets with less accuracy but a large AoE, bit like modern day Gunships
 
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CommanderCody

True deathbeast but if I doubt they will do this much of a revamp and deversify the weapons like this.

@ pbhuh yea thats the general gist but not nessiarly applies to all weapons.

Btw ahsoka, that would fall under the classes of either Heavy Rocket or Multi-Missile Launcher

Heavy Rocket - Reletivly Long Range, Damage Dealer, big area damage dealer, but long reload, heavy energy user, and poor acuracy.

Multi-Missle Launcher - fires 10 Missles, each missle 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.
 
L

lance

this is one that has been folating around quite a lot recently. I agree, it would be nice to have more choice in your weapons. The more customisation, the better. But, It would require a major update... One I am not sure they have time for.
 
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CommanderCody

lance said:
this is one that has been folating around quite a lot recently. I agree, it would be nice to have more choice in your weapons. The more customisation, the better. But, It would require a major update... One I am not sure they have time for.
good point. but after Drac has been out for a bit and all the bugs are sorted they will have the time unless they get to work on the next system imedently.

also, I would gladly speed some time getting this on the system if thats what it took so we could have it in game.

Btw, with new Sub-Weapons we'd either need new Mantis to carry the Blueprints OR More Blueprints per Mantis which would make getting Induvial Blueprints Harder though.
 

Ahsoka

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CommanderCody said:
True deathbeast but if I doubt they will do this much of a revamp and deversify the weapons like this.

@ pbhuh yea thats the general gist but not nessiarly applies to all weapons.

Btw ahsoka, that would fall under the classes of either Heavy Rocket or Multi-Missile Launcher

Heavy Rocket - Reletivly Long Range, Damage Dealer, big area damage dealer, but long reload, heavy energy user, and poor acuracy.

Multi-Missle Launcher - fires 10 Missles, each missle 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.
What ur Talking about is a MLS (Mulit Launch System) Rocket Pods are Diffrent is the fact as Missiles are Guided were Rockets arn't.
 
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CommanderCody

ok I'll correct that, originally I was thinking of having em' have good aim so I forgot about that.

Fixed ;)
 

Ahsoka

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Thermoblast but why not a Thermo Cannon or Thermo Rocket
 
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CommanderCody

thermo rocket wouldnt work cuss the way Thermoblast operates it would have to go under the rocket class but Thermo Cannon would...

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.
 

pbhuh

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I was thinking of some sort of Flametrower, it is consisting fireing, but when you come out of range it stops fireing and reloads, or it stops firing after 10 sec.
 
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CommanderCody

flamethrower you mean ;)

for thermo? Idk thats gona be decent power, long range, area effect (maybe if you wana get realistic), and then poor aim but even then... it sounds like out of date tech but Idk, might be something interesting but If you can explain better I may put it in.
 

pbhuh

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CommanderCody said:
flamethrower you mean ;)

for thermo? Idk thats gona be decent power, long range, area effect (maybe if you wana get realistic), and then poor aim but even then... it sounds like out of date tech but Idk, might be something interesting but If you can explain better I may put it in.
It's just a flame trower, but when stops firing the thermo will stay on for 5 more seconds, it can also have a critical hit, because you trow it.
 

Ahsoka

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Stun Bomb, this would be Stun Dome xD
Aggro Cannon, this would be Aggrobomb
XLAA Missile, this would be a Rocket - The XLAA (Extra Long-Range Air to Air) missile has a good range high hitting power but suffers from it's high energy cost, recharge r8 and price
 
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CommanderCody

Ok so its not like the flamethrowers on tanks? you throw or attack this to the enemy ship via Grapling Hook er?

Nice Ahsoka, I'll see if I can fit them in. ;)
 

ZeribreX

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add a secondary effect to the thermo, gives buffs to players, like say use the thermo on a tank, when the tank uses aggrobomb in the thermo time period anything that the aggrobomb hits gets set on fire.
 
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CommanderCody

Is that a sub-class of Thermo/AggroBomb? If it isnt that belongs in its own thread mate. ;)
 

peck

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aggrobomb:
mine layer

drops a mine that will explode 1 tick after something it can damage flys over. at this speed it will damage anything not after burning at full right over it (it may even damage them)

increesses accuracy, increases e cost
 

SpaceAdmiral

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making something more powerful with more e loss as a negative effect will be unbalanced by ultimate membership...
 
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