Ballistics and combat overhaul
Summary:
- Shell types
- Indirect fire
- Targeting grid
- More weapon types
Shell types:
Originally in SE1, each weapon had its own dedicated shell type. However, in reality—especially with large-caliber weapons like artillery, assault cannons, and autocannons—each weapon typically uses a variety of shell types. These shells differ in material composition, cost, and tactical purpose.
Introducing this system in SE2 will enhance realism, encourage strategic thinking, and require players to prepare more carefully for combat. It also offers alternative options for players who run out of rare materials (like ores) needed to craft certain shell types.
Different shell types will vary in direct (point) damage, explosive damage, and blast radius. Explosive damage is generally ineffective against armored targets but highly effective against unarmored components such as reactors, engines, players, NPCs, voxels, and similar soft targets.
Examples:
HE Shells: Have a large explosion radius, medium explosion damage, and low direct damage. Made mostly out of explosive materials. (Used to fight infantry or unarmored craft).
AP Shells: Have a small explosion radius, low explosion damage, and high direct damage. Made from uranium. (Used to fight armored craft mostly).
APHE Shells: Have a medium explosion radius, medium explosion damage, and medium direct damage. Made from explosives and steel. (Multipurpose. Not as effective as HE against unarmored targets, and not as effective as AP against armor).
HEVT Shells: Same stats as HE shells, but more complex to craft. Will auto-explode mid-air when flying within 10m of a grid. Effective against small craft, as it does not need to hit the target directly.
Indirect Fire:
As I noticed in SE1, large guns like artillery fire shells using a ballistic trajectory on planets, which is realistic. However, true indirect fire isn't possible because shells explode after traveling a certain distance (~1 km for artillery), as if they're time-fused. This is very frustrating, since in reality, the main purpose of artillery is indirect fire.
In modern warfare, artillery avoids direct-fire scenarios due to the high risk of being destroyed.
Adding proper indirect fire capability to SE2 would greatly impact ground battles. It would encourage players to be more creative in both assault and defense scenarios, while also adding more realism to the game.
Targeting Grid:
Large weapons (like artillery) should have a targeting grid when used on planets. Because these weapons fire shells along a ballistic trajectory, it's difficult to accurately aim at distant targets using just a crosshair.
Adding a targeting grid or a manual range input system would solve this problem. Additionally, including azimuth and elevation markers would allow players to aim more precisely, enabling effective indirect fire.
More Weapon Types:
Even after the introduction of artillery, railguns, assault cannons, and autocannons, SE1 still lacks a variety of weapons that would allow players to be more creative and make combat more diverse and unique.
Examples:
Mortars: Small-caliber, cheap, and compact weapons intended to support infantry by firing small shells in a low-velocity ballistic trajectory on planets. In space, they can fire in a straight trajectory, but with low velocity.
Mines: Adding anti-tank and anti-personnel mines would give players more options for defending their bases.
Grenade Launcher (Personal): A handheld weapon to fire explosive grenades for players and NPCs. (Would make infantry more dangerous to vehicles and small craft.)
Grenades: Throwable explosives. (Would also increase the threat level of players to various vehicles and craft.)
Sniper Rifle: A weapon designed for long-range engagements, but ineffective in close combat.
Futuristic Weapons (like lasers and plasma): These have already been suggested by others, so I won’t describe them here.
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