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.
Weapon Ideas
Adjustable Rocket Launcher (Explosive)
-Static placement
-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)
-Static placement
-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)
-Turret placement
-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)
-Static placement
-Already in the game. Not but different here, but the large ship version is more of a fast firing canon.
Mass Driver Canon (Kinetic)
-Static placement
-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)
-Turret placement
-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)
-Static placement
-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)
-Static placement
-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)
-Turret placement
-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).
Defenses
Shield Generator
-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.
Deflection Plating
-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.
Turret Scrambler
-An automated system that tries to hack enemy turrets and temporarily bring them offline for a short duration.
In case you hadn't noticed, blocks that would qualify as systems are generally worse than even light armor and shooting any type of weapon at them will deal good damage regardless of type, disabling them and being more effective than a similar hit against an armor block. You can't play rock-paper-scissors without the scissors.
Additionally, shields have almost as many issues as water. I could go into more detail on that if you want, but let it suffice to say that they are bad in almost every way.
I could also go into the ways in which most of the weapons are obligatory damage type implementation or mediocre filler, but I really don't have the energy for that at the moment.
In case you hadn't noticed, blocks that would qualify as systems are generally worse than even light armor and shooting any type of weapon at them will deal good damage regardless of type, disabling them and being more effective than a similar hit against an armor block. You can't play rock-paper-scissors without the scissors.
Additionally, shields have almost as many issues as water. I could go into more detail on that if you want, but let it suffice to say that they are bad in almost every way.
I could also go into the ways in which most of the weapons are obligatory damage type implementation or mediocre filler, but I really don't have the energy for that at the moment.
No, just no, leave this sci-fi ideas like sields out of SE. Also, it shouldn't matter what type of ammo a system gets shot with...it's still a functional block not meant to be hit.
I think the way forward with weapons is exactly the way we have been going, expanding on the behavior of the current ones and imposing realistic limitations on them like the ones already implemented:
Possible to implement:
There are so many creative ways to implement true-and-tested concepts including from reality that there's no need to implement shields.
Shields would take away from the engineering aspect of having a hole in your ship in the middle of a battle that you didn't put there. What's the point in having a game engine that supports individual components being destroyed if we could just slap shields all over our ships? It sounds good on paper, but getting attacked by a dude that left his ship in the sun for half a year to fully charge 1000 batteries to run shields for an entire battle doesn't sound quite as good..
No, just no, leave this sci-fi ideas like sields out of SE. Also, it shouldn't matter what type of ammo a system gets shot with...it's still a functional block not meant to be hit.
I think the way forward with weapons is exactly the way we have been going, expanding on the behavior of the current ones and imposing realistic limitations on them like the ones already implemented:
Possible to implement:
There are so many creative ways to implement true-and-tested concepts including from reality that there's no need to implement shields.
Shields would take away from the engineering aspect of having a hole in your ship in the middle of a battle that you didn't put there. What's the point in having a game engine that supports individual components being destroyed if we could just slap shields all over our ships? It sounds good on paper, but getting attacked by a dude that left his ship in the sun for half a year to fully charge 1000 batteries to run shields for an entire battle doesn't sound quite as good..
Replies have been locked on this page!