How can we make combat more strategic and requiring to actually think? It's simple, instead of nerfing the OP ship weapons, why don't we give a bonus to those who think carefully about their weapons? I propose that we implement a way to have weapon blocks that are customizable, to allow for many things, such as:
- A new way to make money on MP, you create a custom weapon blueprint, reproduce it and sell to all those seeking it, and eventually create increasing demand for this amazing weapon. You can even expand beyond one server, and supply entire groups with your special weapon specs.
- Allow your carefully thought out amazing ship to wreck the giant death cubes. (effectively provide balance)
- Provide the game with a whole new layer of depth.
- Give proper roles to a ship by specializing the weapon to the point where it is perfect for sniping, but nothing else.
- And of course, the current weapons will still be in the game, to prevent forcing people through this system.
- Happiness! \o/
The way you design a weapon is by creating a blueprint, you create a blueprint inside of a weapon workshop. The workshop provides you with a 3D grid within you place all of the modules, there is a limit on the size (being a single block) which you can leave there at any given time. The projected 3D image of your weapon stays projected when the workshop is not in use, allowing you to come back at any time as easy as possible. You do not require the modules to be in your inventory, you only require knowledge of that module for you to add in.
Once you have the blueprint of your weapon designed, then the blueprint calculates the required capsules/materials in order to create your weapon, meaning you don't have to deal with creating all of the inner modules to create a single weapon block.
Once you have the blueprint of your weapon designed, then the blueprint calculates the required capsules/materials in order to create your weapon, meaning you don't have to deal with creating all of the inner modules to create a single weapon block.
There are three types of modules, Utility Modules, Projectile Module and Firing Module. Utility Modules consist of things that make the weapon function properly. Projectile Modules are the base of the weapon side of the weapon, it determines the base damage/effect of the weapon. Firing Module is self explanatory, it is the module which fires the projectile. The method in which the projectile is fired alters the base stats provided by the projectile, and adds in another effect.
- Micro-Capacitors - These determine the base time until a recharge is required.
- Micro-Reactors - These determine the base recharge rate.
- Heat Sink - This module acts as a capacitor for heat. If heat reaches too high a level (becomes more than the capacitor can withstand) it damages the weapon until the weapon is cooled down.
- Heat Vents - These can only be placed at the edges of weapon/adjacent to other vents. These decrease the time it takes to cooldown. The heat vent is dynamic, and works best when next to other modules, particularly the Projectile Modules and Micro-Reactors. Having Heat Vents adjacent to Heat Sinks increases the Heat Capacity and decreases the cooldown time.
- Projectile Loader - These increase the amount of shots until a recharge is required, generates extra heat.
- Power Distributor - This increases the effectiveness of a module. For example, if you were to place a Power Distributor adjacent to the Projectile Module, it will increase the base damage the Projectile Module yields.
- Acceletron - This increases the damage output of either the Projectile Module, or the Firing Module, it depends on which is adjacent to the Acceletron.
- Signature Lock-On - If connected to a Missile Pod, it allows the weapon to lock on to an enemy ship, and the missile fired will become a homing missile.
- Swarmer - When connected to a Firing Module, it fires multiple of the projectile at once, all in different directions. Reduces conventional damage and fire rate.
- High Energy Capacitor - This creates a projectile that is made entirely of compressed overpowered energy, causing both ion and heat (the higher the heat damage, the more armour is negated. The armour negated then becomes a multiplier for the conventional damage) and conventional (standard HP damage) damage. Having this adjacent to a Micro-Reactor increases recharge
- Micro Particle Accelerator - This creates micro antimatter particles which explode on impact, causing mostly conventional damage, but adding a slight explosive (spread damage between blocks) effect, also has a slight amount of heat damage which is then divided evenly by the amount of blocks are hit with the explosive effect.
- Conventional Loader - The prepares conventional bullets which causes only conventional damage, however it has a punch-through effect which is increased based on the firing method. This cannot have an Beam Stream or Ramming Sphere as a Firing Module.
- Nanite Paste Dispensary - This prepares large swarms of nanites which cause only little conventional damage with a large explosive effect on impact, but it also eats away at the enemy ship, destroying blocks slowly around the impact area, and soon spreading across the ship. After a certain amount of time, the nanites die and the ship is no longer being eaten away.
- Beam Stream - The Beam Stream uses significantly more energy to hold the projectile in an endless stream which fires at it's target. Any holes within the stream are filled with extreme amounts of energy, and thus causes extra ion damage. +Fire Rate +Energy Consumption +Ion Damage -Conventional Damage
- Accelerator - The Accelerator accelerates to an accelerated speed causing the accelerated projectile to do more damage and punch-through due to the acceleration. +Conventional Damage +Energy Consumption +Projectile Speed +Explosive/Punch-Through (depends on Projectile Module) -Fire Rate
- Conventional Cannon - This effectively acts as the basic cannon in the game currently, it fires the projectile at a conventional speed with conventional damage, and it's type of damage/effect is entirely the base stats from the Projectile Module. +Conventional Damage +Fire Rate +Projectile Secondary Damage +Projectile Effect -Energy Consumption
- Missile Pod - It's simple, it fires the projectile in a missile which can either Dumb Fire, Lock-On or Swarm Fire. The Energy Consumption is determined by the mode it fires in. +Conventional Damage +Projectile Secondary Damage +Explosive -Fire Rate
- Ramming Sphere - The Ramming Sphere generates a sphere around itself in which the projectile damage is applied at a constant rate. This completely negates any effects caused by the Projectile Module. +Conventional Damage +Energy Consumption +Projectile Secondary Damage
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