Firepower Update: Weapon Expansion (An update of a previous Suggestion)
Previously I had suggested that this be a PAID DLC, but have rethought the idea in that it would need to be a content update rather than a pay-to-win DLC. Unable to edit that post, I am making a new one, here.
As Space Engineers continues development, we continue to see new features and mechanics implemented to expand our gameplay experience, but have received very little in regards to Ship-to-ship combat, the main selling point of the game. This suggestion is to outline several proposed additions to our arsenal of mounted guns and turrets, allowing for much greater flexibility and customization when it comes to designing warships, and more fun and exciting combat in single player and PvP.
I'll make this super easy and break down my ideas by ship class.
Light Machine Gun *NEW!*
>A basic weapon for light security drones, the 1x1x1 LMG is essentially an Assault Rifle or Interior Turret mounted to fire in a single direction. Effectively a smaller, weaker version of the Gatling Gun, it can replace the larger weapon on compact designs that need a weapon for defense, but are not directly designed for combat.
>Close range scattershot weapon, fires a spread of bullets in each shot. Deals heavy damage to light armor at close range. For hit and run attacks against light armor, and anti-engineer combat. Would have a 4x1x1 Footprint.
>Hard hitting, rapid fire weapon. Lower rate of fire than the Gatling Gun, but deals greater damage, and its rounds explode on impact. A heavier sidegrade for anti-large ship combat. Would have a 4x2x1 Footprint.
>Long range high power cannon. Fires a powerful, high velocity round, but has a low rate of fire and high recoil, making it difficult to use on lighter craft and ineffective in close combat. A bulky 6x2x2 footprint.
>Old school anti-air artillery brought into space. Fires a shell that explodes into a temporary "Flak" particle effect that damages any grid that flies into it. Shells explode after a short distance, but are great at area denial.
Scatter Rocket Launcher
>Wide range rocket launcher for small ships, rapidly fires small, low power rockets for bombarding a wide area. Has a 4x1x1 Footprint. Scatter rockets do low damage, and have a small blast radius, but make up for it with the sheer number of rockets.
Homing Missile Launcher
>Fires small homing missiles that track targets. Lower rate of fire than standard rocket launcher, and must be reloaded manually, but its tracking ability makes it a powerful weapon against almost any target. Would have a UI effect for indicating a lock on. Can be shot down by point defense. Has a 5x1x1 footprint.
>Drops a powerful Bomb that is affected by Gravity (But not Artificial Gravity). Has a wide blast radius and is strong against heavy armor, but can be shot down by point defense. Most effective on planets. Has a 3x3x2 footprint.
>Single shot heavy missile launcher, fires a slow, powerful rocket that is affected by Gravity (But not Artificial Gravity) Torpedos take longer to shoot down by point defense, but are easily evaded by more mobile craft.
>It is time. Please allow us to install Interior Turrets on Small Ships, connecting them to Small Conveyors.
Laser Vulcan *NEW!*
>A directed energy weapon that rapidly fires small bolts of energy. Does not use ammunition, but requires ample power, making it taxing on generators and batteries. Can overheat with sustained fire. Overheating applies damage to the weapon, and can make it malfunction and stop firing if it sustains enough damage. Would have a UI effect to indicate heat buildup (A small red circle around the crosshair that fills up as heat increases) Would have a 3x1x1 Footprint.
Laser Cannon *NEW!*
>A directed energy weapon that fires a long beam of energy. Semi-automatic, can be charged by holding down the fire button to increase damage, but charging causes it to overheat, dealing damage to the weapon. Has the same heat UI effect as the Vulcan. does not use ammo, but drains power from batteries/reactors extremely quickly. Would have a 5x1x1 Footprint.
Laser Cutter *NEW!*
>Emits a short "blade" of energy for cutting through armor. Does not shoot a projectile, but extends a blade from the barrel of the weapon to attack as a “melee” weapon. Effectively a weaponized Grinder that doesn't gather resources, requires much more energy, and does much greater damage. Can only fire for about a second before overheating. Would have a 4x1x1 footprint.
Stun Gun *NEW!*
>Non-lethal, close range energy weapon that fires a jolt of electricity to temporarily stun Engineers or disable ship equipment. Deals no damage, but prevents Engineers from using their jetpacks, and shuts down the single targeted Small Block for a few seconds. Would have a 2x1x1 Footprint. Doesn't overheat, but has a short recharge time between uses.
Laser weapons do not apply impulse to targets, and do not have recoil. The overheat mechanic applies to every Laser weapon, to balance them not requiring ammunition. A Laser damaged through overheating must be repaired normally with a Welder. Laser Turrets would have auto-regulators in place to prevent them from overheating, but would be hazardous to use en masse due to their much greater energy usage outside of control of the player.
>Large version of the small ship Autocannon, with 4 barrels for double the rate of fire. Has a 3x1x1 footprint on the large grid. Effectively becomes the Gatling Gun of the Large Grid.
>Turret version of the Small Ship Autocannon. A reliable primary weapon effective against a wide range of targets.
>Powerful "Forward Gun" for Large Ships. Abysmal rate of fire, but incredible destructive power. Has a 6x1x1 footprint on the Large Grid.
Heavy Cannon Turret
>Turreted version of the Heavy Cannon. Has a larger footprint than standard Large Grid Turrets. The "main cannons" for your capital ships.
>Turreted version of the Flak Cannon. Effective against small fighters and at point defense. Greater rate of fire using 4 individual Flak Cannons on the single turret.
Scatter Rocket Turret
>Turreted version of the Scatter Rocket Launcher. Has two missile pods that fire in a wider spread.
Homing Missile Turret
>Turreted version of the Homing Missile Launcher. Takes longer to lock on than the Small Grid variant, but fires automatically.
Multi-Missile Launcher *NEW!*
>Mounted version of the homing missile launcher, designed to fire missiles directly, or have them arc towards the target. Has a 1x2x1 Footprint, the missiles firing from the long side. Locks on where the user's camera is looking, rather than based on where a turret aims. Can attain lock on through Camera views as well, for immersion purposes.
>Large version of the Bomb Launcher. Drops bombs at a much higher rate than the Small Grid variant. Has a 1x1x1 block footprint.
>Large version of the Torpedo Launcher, can be reloaded via conveyors, but still has a low rate of fire.
Laser Vulcan Turret *NEW!*
>Turret version of the small ship Laser Vulcan. Double the rate of fire, but automatically regulates heat, so it shuts down regularly to dissipate heat, leading to a predictable "burst" style firing pattern.
Laser Cannon Turret *NEW!*
>Turret version of the Small Ship Laser Cannon. Fires a single laser, but doesn't charge up, and automatically regulates heat, giving it a low fire rate. Requires a large amount of power, making mounting multiple turrets dangerous.
Heavy Laser Cannon Turret *NEW!*
>More powerful Laser Cannon Turret that fires a charged up beam. Even lower rate of fire, but greater destructive power. Uses massive amounts of power per shot.
>A simple, easy to produce means of self defense, replaces the Assault Rifle as the default weapon. Semi-automatic. Would have Automatic, Silenced (Muffled sound), and Elite (Higher rate of fire and damage) variants.
>A powerful close range pump-action shotgun for repelling boarding parties and hunting Spiders. Has Sawn Off (Shorter barrel, wide spread), Hunting (Long barrel, narrow spread), and Slug (Fires single, big shot) variants.
>A long range bolt-action sniping weapon with a built in scope for picking off drones and ship pilots at long distance. Comes in Semi-Automatic (Faster rate of fire, less accuracy) Bipod (Greater accuracy while crouched) and .50cal (Single shot, deals heavy damage to Light Armor) variants.
>A portable Anti-vehicle rocket launcher. Fires a single standard rocket and takes while to reload. Only has a Homing (Can lock onto and homes in on targets, but missile flies slower) variant.
>A handy engineer's tool repurposed as an emergency melee weapon. Has a quick swing speed, but light damage.
Pipe Wrench *NEW!*
>A handy tool repurposed as an emergency melee weapon. Slow to swing, but heavy damage.
Armored Spacesuit *NEW!*
>A reinforced space suit designed for combat. Offers greater defense and health to the wearer, but has less inventory space, and lower jetpack acceleration makes it trickier to maneuver with.
>Portable medical equipment for restoring health to a fellow astronaut. Takes 3 seconds to apply, requiring both medic and target to stand still. Target astronaut regains a 15% of their health immediately, and then recovers more health over time for a short while afterwards, regaining a total of 50% of their health.
Suit Battery *NEW!*
>Portable Suit Battery to recharge energy to a fellow astronaut. Portable battery can recharge 50% of an Astronaut's suit. Recharging takes 3 seconds, turning the Battery into an Empty Battery. Empty Batteries can be recharged when sitting in a cockpit or Passenger seat, or when put into the inventory of a ship.
I understand this is quite a demanding list, but I feel any number of these would make a great addition to the ever expanding game of Space Engineers. Whaddyathink?