EMP weapon

gorgofdoom shared this feedback 7 hours ago
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To preface; I have not yet tested the warfare 3 update. Obviously, it's not out till Monday. However, I've been digesting a lot of content about it & I'm rather excited for it. I had a conversation with someone on YouTube which inspired some thought, and ... there's only one way to be sure ... what the crowd thinks. So here we are.


I think there should be a middle ground between the prototech EMP and having no EMP capability at all. Consider EM torpedoes, and EM mines/warheads. they could cost 4 uranium and 20 magnesium, maybe more. I'm suggesting a "mini-nuke", that does even more than heavy torpedo damage, but with a substantial EM effect. (so you *really* don't want to fire it at short range, in case it gets shot down too close to your ship)


I say this because... lets imagine that one faction dominates all the prototech encounters. The second faction would be at a huge disadvantage. So to give the underdog a fair shake-- there could be this second "low tech" sort of dirty emp warhead / missile option.


Alternative EM weapons would be a neat way to defend NPC outposts, without handing an attacking player a prototech block in case they learn to circumvent these scenarios.


A further difference between these could be that the prototech block does either less or no damage to computerized / superconductor blocks, making it a "clean" or more sustainable way to disable other ships for capture while the mini-nukes would cause a substantial amount of damage. Thus it would be illogical to use them for capturing a jump drive, reactors, batteries-- anything of technological value. And you couldn't just use them to defend your ground base from flyers, as it would do far too much damage for that.


Anywho, Thanks for reading, and happy building!

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