- Joined
- Jun 17, 2014
- Messages
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- Reaction score
- 17
Long time no see :p
Well First of all Merry Christmas.
Ok, To begin with explaining what I mean with dynamism is rather having a even more customizable weapon which means; Increasing speed, Increasing damage, Increasing Radius, Lock-On rate, Tracking, Special aspects, Elemental (Hot, Cold, Shock), Special Elemental (Radiation, Biological, Acid, Radioactive (Interference).) Or something more simple like the old system but with a "Tweaker CPU" or something similar.
Dynamic Parameter Changing
But the damage, radius, speed, range, can be modified by adding other computers.
Well exactly but this should be modifiable up to a set value and with the addition of a tertiary support system or the "Aspect System" which you could include in it a damaging, hastening, enlarging, etc. But here is the fun part... There is a Tweaking CPU which you can change the parameters as much as you like whilist reducing others, and a "Aspect Crystal" Hard to find but no penalty upon use, perhaps there should be a quality tier for these.
Lock-On
What Im mostly bothered of is having my small fighter taking a long time to lock on even on such big ship or small one, the system itself also must be updated due to the fact you can't change targets quickly (Using right-mouse to lock-on instead of unfocused fire.) The factors of the speed of the lock-on should depend on:
Thurst group Width of the target
Target Thursting
Target Size
Direction of User ship (Cross-hair closer to target = Faster Locking)
Parameters
Targets Nearby (More = Slower)
Missile Power (You wouldn't want a death star insta locking you right?)
Tracking:
Bullets might follow the target, if you lock on to it firing will make your shots more accurate (Aiming Assist), makes missiles have less of a deadaim, and you can aim and shoot with right shift! if the aspect is strong enough of course...
Additional Effects
Bouncing Effect:
Ricochets, and if the effect is combined with tracking it will jump to another target, missiles bounce till they hit target, beams reflect, pulses's waves resonates blocks.
Magnetic Effect:
Effective against shields, slightly turns towards target (tracking makes the turning even stronger)
Elemental
What game doesn't have elemental damage :3, These damages might improve the outcome of an effect, meaning for example...
(Heat + Explosive = Better Light-Armored Damage)
Sadly since its elemental and this is also added to ammo, the energy cost for having free elemental should be high
So let me explain my idea of what these elementals do and do to creatures...
Heat:
AoE damage. As you think of, damage overtime, uneffective against shields, effective against softening hulls. Might overheat modules making them go boom, oh yeah and it works well against cloaked ships...
As for creatures it does damage overtime ._.
Can be countered with water or other weird chemicals
Cold:
Weak AoE damage does half damage to all if you have it at full effect but deals a nice crippling effect on time (Double damage though if you have the ship frosty and shoot it).
Slows enemy ship, if the area fired contained weapons, it will cripple some blocks for a time as if they weren't there or simply it will slow the firing speed, Thursters also gets slowed down, Energy capacities (Recharge and Storage) Depletes and becomes slower. As for creatures you can cryogenise them :3 and perhaps capture them later on...
Counter it with Heating systems
Shock:
Conductive damage (Jumps from place to place). Aditional damage to shields, less effective against armor.
Aims mostly at the modules rather than the hull itself, can charge up storages or overcharge them and make them take damage or explode, or it can jam weapons and make them disconnected from their computers making it necesary to reconnect them, as for the poor crewmembers, they might get shocked and die, this shouldn't affect much the ship core as it would be extremely powerfull. As for creatures they go boom if they recieve a strong shock... Yeh
Countered with conductor hulls inside your ship in a well placed manner (These take damage but you wouldn't like to walk into a death-trap or have your ship fried inside?)
Special Elemental:
Radiation: Focuses on killing crew members, The least effective weapon against shields and hulls (Especially against armor) but with the best AoE range and DoT, but really it might do 5hp damage to a 10x10x10 hull composition with the same weapon group size (cannons) for 1 minute, easy to fix with a astro-tech, not even recommended for your whole fleet, maybe if they like salvaging yes...
Acid: Corrodes armor and has a slightly longer damage over time than heat damage, cannot be "extinguished unless you brought your baking soda, water? less effective" (Gainable only thru ammo or rare support items)... skeletons?
Biological: Might spawn creeps around the ship or making the crewmembers have weird effects upon them (Catch a cold, have hallucinations, inversed controls, wiggly aim, death)
Radioactive: Radio frequencies that cripples targeting systems or cameras, making commands not work properly or simply damaging the detection rate of both the captain and the radars.
New weapons
Plasma: Cloud of superheated material or energy, makes a nice AoE damage works just like the AmC, since it deals an AoE damage shields would take longer to recover, provides increased AoE and shield disruption in exchange of a increased energy usage and decreased fire rate and speed
Gun: Uses ammo (No Electricity, unless there is support items), has special grouping properties, can be hollow, these increase accuracy, damage, reload rate, and clip size (Tubes must be symetrical so they count as one e.g. 1x1 = 2x2 they shoot the same amount of bullets) where as 4x1 would shoot 4 bullets or 1x4 would have a larger clip, "However being it not energy using it would prove effects useless unless you use the ammo of the desired effect". Unable to connect to another effect computer, cannot serve as a slave, but it can be connected to a support or aspect but with lower effects
Missile bays: Missiles are made here they are a ship like block but without core and just a CPU that controls the missile, they are reloaded as far as the user keeps the storages nearby the Bay Computer loaded. Includes Hook system works like the docking system, only that its connected to the Bay Computer and is used on a firing mode (2 at once, all at once, 1 at once)
Ammo
As for ammo it should work sorta like EVE like putting a crystal to a damage beam but that has limited use would improve something of it, or putting actual ammo to AmC Cannons and making them shoot with different buffs or elemental damage as an alternative to the heavy energy costs.
Wew hope you like it guys took me a while to write this :D
TheLolingPain
P.S. Vote as you think don't follow the crowd...
EDIT!: As for weapons both plasma and gun work just like a normal cannon but I got some combo ideas :3
Plasma + Missile = Heat Cloud (Large cloud low damage)
Plasma + Beam = Phase Disruptor (Same as plasma but faster and deadlier)
Plasma + Damage Pulse = Dense Plasma (With a over time effect)
Missile + Plasma = Phase Missile (Slightly goes thru-shields) (SoaSE hehe)
Cannon + Plasma = Plasma Cannon (Round orbs of small AoE Slightly bigger than a Exp+AmC)
Beam + Plasma = Hot Stream (Rather slow moving beam but strong)
Pulse + Plasma = Area Heating (Cooks the area around the pulse, stronger but slow and a low range, also its visible)
Might come with a few ideas...
Well First of all Merry Christmas.
Ok, To begin with explaining what I mean with dynamism is rather having a even more customizable weapon which means; Increasing speed, Increasing damage, Increasing Radius, Lock-On rate, Tracking, Special aspects, Elemental (Hot, Cold, Shock), Special Elemental (Radiation, Biological, Acid, Radioactive (Interference).) Or something more simple like the old system but with a "Tweaker CPU" or something similar.
Dynamic Parameter Changing
But the damage, radius, speed, range, can be modified by adding other computers.
Well exactly but this should be modifiable up to a set value and with the addition of a tertiary support system or the "Aspect System" which you could include in it a damaging, hastening, enlarging, etc. But here is the fun part... There is a Tweaking CPU which you can change the parameters as much as you like whilist reducing others, and a "Aspect Crystal" Hard to find but no penalty upon use, perhaps there should be a quality tier for these.
Lock-On
What Im mostly bothered of is having my small fighter taking a long time to lock on even on such big ship or small one, the system itself also must be updated due to the fact you can't change targets quickly (Using right-mouse to lock-on instead of unfocused fire.) The factors of the speed of the lock-on should depend on:
Thurst group Width of the target
Target Thursting
Target Size
Direction of User ship (Cross-hair closer to target = Faster Locking)
Parameters
Targets Nearby (More = Slower)
Missile Power (You wouldn't want a death star insta locking you right?)
Tracking:
Bullets might follow the target, if you lock on to it firing will make your shots more accurate (Aiming Assist), makes missiles have less of a deadaim, and you can aim and shoot with right shift! if the aspect is strong enough of course...
Additional Effects
Bouncing Effect:
Ricochets, and if the effect is combined with tracking it will jump to another target, missiles bounce till they hit target, beams reflect, pulses's waves resonates blocks.
Magnetic Effect:
Effective against shields, slightly turns towards target (tracking makes the turning even stronger)
Elemental
What game doesn't have elemental damage :3, These damages might improve the outcome of an effect, meaning for example...
(Heat + Explosive = Better Light-Armored Damage)
Sadly since its elemental and this is also added to ammo, the energy cost for having free elemental should be high
So let me explain my idea of what these elementals do and do to creatures...
Heat:
AoE damage. As you think of, damage overtime, uneffective against shields, effective against softening hulls. Might overheat modules making them go boom, oh yeah and it works well against cloaked ships...
As for creatures it does damage overtime ._.
Can be countered with water or other weird chemicals
Cold:
Weak AoE damage does half damage to all if you have it at full effect but deals a nice crippling effect on time (Double damage though if you have the ship frosty and shoot it).
Slows enemy ship, if the area fired contained weapons, it will cripple some blocks for a time as if they weren't there or simply it will slow the firing speed, Thursters also gets slowed down, Energy capacities (Recharge and Storage) Depletes and becomes slower. As for creatures you can cryogenise them :3 and perhaps capture them later on...
Counter it with Heating systems
Shock:
Conductive damage (Jumps from place to place). Aditional damage to shields, less effective against armor.
Aims mostly at the modules rather than the hull itself, can charge up storages or overcharge them and make them take damage or explode, or it can jam weapons and make them disconnected from their computers making it necesary to reconnect them, as for the poor crewmembers, they might get shocked and die, this shouldn't affect much the ship core as it would be extremely powerfull. As for creatures they go boom if they recieve a strong shock... Yeh
Countered with conductor hulls inside your ship in a well placed manner (These take damage but you wouldn't like to walk into a death-trap or have your ship fried inside?)
Special Elemental:
Radiation: Focuses on killing crew members, The least effective weapon against shields and hulls (Especially against armor) but with the best AoE range and DoT, but really it might do 5hp damage to a 10x10x10 hull composition with the same weapon group size (cannons) for 1 minute, easy to fix with a astro-tech, not even recommended for your whole fleet, maybe if they like salvaging yes...
Acid: Corrodes armor and has a slightly longer damage over time than heat damage, cannot be "extinguished unless you brought your baking soda, water? less effective" (Gainable only thru ammo or rare support items)... skeletons?
Biological: Might spawn creeps around the ship or making the crewmembers have weird effects upon them (Catch a cold, have hallucinations, inversed controls, wiggly aim, death)
Radioactive: Radio frequencies that cripples targeting systems or cameras, making commands not work properly or simply damaging the detection rate of both the captain and the radars.
New weapons
Plasma: Cloud of superheated material or energy, makes a nice AoE damage works just like the AmC, since it deals an AoE damage shields would take longer to recover, provides increased AoE and shield disruption in exchange of a increased energy usage and decreased fire rate and speed
Gun: Uses ammo (No Electricity, unless there is support items), has special grouping properties, can be hollow, these increase accuracy, damage, reload rate, and clip size (Tubes must be symetrical so they count as one e.g. 1x1 = 2x2 they shoot the same amount of bullets) where as 4x1 would shoot 4 bullets or 1x4 would have a larger clip, "However being it not energy using it would prove effects useless unless you use the ammo of the desired effect". Unable to connect to another effect computer, cannot serve as a slave, but it can be connected to a support or aspect but with lower effects
Missile bays: Missiles are made here they are a ship like block but without core and just a CPU that controls the missile, they are reloaded as far as the user keeps the storages nearby the Bay Computer loaded. Includes Hook system works like the docking system, only that its connected to the Bay Computer and is used on a firing mode (2 at once, all at once, 1 at once)
Ammo
As for ammo it should work sorta like EVE like putting a crystal to a damage beam but that has limited use would improve something of it, or putting actual ammo to AmC Cannons and making them shoot with different buffs or elemental damage as an alternative to the heavy energy costs.
Wew hope you like it guys took me a while to write this :D
TheLolingPain
P.S. Vote as you think don't follow the crowd...
EDIT!: As for weapons both plasma and gun work just like a normal cannon but I got some combo ideas :3
Plasma + Missile = Heat Cloud (Large cloud low damage)
Plasma + Beam = Phase Disruptor (Same as plasma but faster and deadlier)
Plasma + Damage Pulse = Dense Plasma (With a over time effect)
Missile + Plasma = Phase Missile (Slightly goes thru-shields) (SoaSE hehe)
Cannon + Plasma = Plasma Cannon (Round orbs of small AoE Slightly bigger than a Exp+AmC)
Beam + Plasma = Hot Stream (Rather slow moving beam but strong)
Pulse + Plasma = Area Heating (Cooks the area around the pulse, stronger but slow and a low range, also its visible)
Might come with a few ideas...
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