Ship Weapons Overhaul
Suggestions for new Ship Weapons/Defenses.
Best way to tackle it is with a rock/paper/scissors type of approach. The first block to add to the game should be Shield Generators to provide one type of defense. Then come Armor blocks, then anything else is classed as System blocks.
For weapons, the classifications would be as follows:
Kinetic - Strong against Systems, Weak against Shields.
Explosive - Strong against Armor, Weak against Systems.
Energy - Strong against Shields, Weak against Armor.
Adjustable Rocket Launcher (Explosive)
-Allows player to spend point values to the Range, Thrust (Speed), and Blast Yield of the rocket. For example, if a total of 30 points are given for the player to allocate, setting it to R: 9, T: 1, B: 20 would result in a slow moving, but very hard hitting torpedo-like rocket, while setting it to R: 5, T: 12, B: 13 would make for a fast moving, short range rocket that's hard to dodge and deals decent damage, but has limited range.
Homing Missile (Explosive)
-Very slow reload speeds, but capable of targeting ships and tracking their center of mass and deals moderate to high damage. Can also take a few hits before being blown up by defenses.
-When activated by a player, they take control of the static camera attached to the block (similar to that of the current turrets in game) and use it to select the ship they are targeting and then select "Launch".
Rocket Turret (Explosive)
-This is already in the game, but for this overhaul, I would greatly reduce the damage it does and turn it into a quantity-over-quality type of weapon. Idle scanning still remains in place for automation, which is it's real strong suit.
Gatling Gun (Kinetic)
-Already in the game. Not but different here, but the large ship version is more of a fast firing canon.
Mass Driver Canon (Kinetic)
-A very long block for large ships only. Fires a single, very fast slug round and has a long reload. Chews up a lot of power to fire.
-Easily disables systems, but requires steady aim to land the right shot. Good for sniping.
Gatling Turret (Kinetic)
-Same changes as Rocket Turret. Lower damage than Gatling Gun, but has the tracking and other capabilities that the current one does.
Plasma Gun (Energy)
-Burst fire weapon that fires plasma bolts that are very effective and accurate at short to medium range, but the spread quickly makes it less accurate at long range.
Ion Charge Blast (Energy)
-Draws from ship power until charged up, then can be fired, unleashing a powerful blast that does extra damage against Shields.
Laser Beam Turret (Energy)
-Fires a straight laser beam at short range in bursts of about a second. Firing too many times in a row causes it to overheat and have an extra long cool down (think the turrets on the sides of an LAAT from Star Wars EP 2).
-Consumes a buttload of power.
-Has a set number of hit points that recharge at a certain rate. When it hits zero, Shields go down for a set amount of time or until there is enough power to recharge them again, whichever is longer.
Point Defense Turret
-A small, cheap turret that only targets enemy missiles/rockets. Cannot be used offensively.
-Solar Panel-shaped flat plates that can be placed on the side of your ship. Causes many Gatling Gun and Turret rounds and lasers to deflect off instead of dealing damage.
-An automated system that tries to hack enemy turrets and temporarily bring them offline for a short duration.