The gist of the idea is adding a missile type weapon that can pierce shields, but the bigger it is the less powerful it gets respectively. It would support the idea of player driven bombers that can deliver tactical strikes to enemy ships.
I was thinking recently about Star Wars: Empire at War, and how they handled making bombers very useful. They added Plasma (Edit: Proton) Torpedoes that would go through shields and damage the large ship system directly.
I'm not proposing something nearly as powerful. What I propose is this.
-A new weapon with it's respective computer.
-It's properties would include . . .
-Damage in a radius like current missiles (very small)
-A very long reload time (nearly 30 seconds plus at just one block, scales rapidly with more blocks)
-Very high energy cost. (scales rapidly with more blocks)
-Very slow projectile speed. (scales to become slower with more blocks)
-The more blocks you add, the slower the projectile speed but the more damage it does and the larger damage radius it gets.
-Diminishing damage the more powerful the targets shields are. Cannot completely negate damage.
-Attached support systems provide a extremely diminished effect right off the bat and exponentially so for every block placed.
I though of these properties in a way that you can't just slam a massive cannon onto a Titan without creating some way to slow/stop the other ship taking up loads of space on the ship, then the reload time would make it so that it couldn't fire more than once or twice a fight, and finally the speed of the projectile would make it ill suited against anything than large ships. So you have to get up close to use this weapon, making it good for fighters/bombers. And due to it's slow speed, it will take precise aim against a moving target, thus AIs with these bombs attached will either hit hull, non essentials, or nothing at all, and then will need to survive 30 seconds plus to fire again.
I can see two problems, that people will spam it against stations (but missiles will be better at this because of the weapons massive reload time), and that people might use the checker board strategy to fire a large wall at once. The second problem could be removed if there is a de-buff for having too many weapons of this type attached to one system, like decreased performance or extreme energy cost.
That's the idea. Constructive criticism is appreciated greatly.
I was thinking recently about Star Wars: Empire at War, and how they handled making bombers very useful. They added Plasma (Edit: Proton) Torpedoes that would go through shields and damage the large ship system directly.
I'm not proposing something nearly as powerful. What I propose is this.
-A new weapon with it's respective computer.
-It's properties would include . . .
-Damage in a radius like current missiles (very small)
-A very long reload time (nearly 30 seconds plus at just one block, scales rapidly with more blocks)
-Very high energy cost. (scales rapidly with more blocks)
-Very slow projectile speed. (scales to become slower with more blocks)
-The more blocks you add, the slower the projectile speed but the more damage it does and the larger damage radius it gets.
-Diminishing damage the more powerful the targets shields are. Cannot completely negate damage.
-Attached support systems provide a extremely diminished effect right off the bat and exponentially so for every block placed.
I though of these properties in a way that you can't just slam a massive cannon onto a Titan without creating some way to slow/stop the other ship taking up loads of space on the ship, then the reload time would make it so that it couldn't fire more than once or twice a fight, and finally the speed of the projectile would make it ill suited against anything than large ships. So you have to get up close to use this weapon, making it good for fighters/bombers. And due to it's slow speed, it will take precise aim against a moving target, thus AIs with these bombs attached will either hit hull, non essentials, or nothing at all, and then will need to survive 30 seconds plus to fire again.
I can see two problems, that people will spam it against stations (but missiles will be better at this because of the weapons massive reload time), and that people might use the checker board strategy to fire a large wall at once. The second problem could be removed if there is a de-buff for having too many weapons of this type attached to one system, like decreased performance or extreme energy cost.
That's the idea. Constructive criticism is appreciated greatly.
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