Additional types of weapon modules & weapon firing mode ideas

    StormWing0

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    This isn't about making totally new weapons to use but a few new types of weapon modules for both primary and support weapons to allow for different things to do done with them.

    Currently we have what I call Single Direction modules meaning they can only fire in the direction either them or the computer they are connected to is facing. Also these are fairly limiting and for good reason because of this making it so ships using these modules have to completely turn the output side of the ship to fire at enemies. (Yes I know this does apply to the swarmers and lockons)


    Phaser-like or Multi directional Array Modules: Yes I kinda stole this idea right out of Star Trek and it works somewhat the same way as them. This also forces possible output locations for weapons fire to be exposed to the outside environment. That said this check only cares if at least one of the faces on the weapons modules has at least one block exposure and doesn't care if it is berried under 50m of armor as long as that one block of open space is there. :) Only modules with one block of open space on one of their face will be valid firing locations.

    In the meantime energy or ammo to be fired from the array will move along to the best or closest firing location that meets the requirements rather than only firing in the direction the computer is facing. However the furthest outputs in the direction the computer is facing will be the default starting point before it checks other areas. On spawn, block destroying damage to the array modules, and building changes near or to the arrays are the only times it rechecks the firing locations. These checks shouldn't be any more intensive than the current ones on weapon module groups taking damage.

    These arrays would be less powerful than their Single Direction counterparts but having the ability to fire in any direction rather than strait out in the computer facing direction makes them far more dangerous than normal due to the fact a ship using them doesn't have to turn to shoot you unless you are in a blind-spot on their ship.


    Field Emitter Arrays: These are way different than normal and less powerful than the type above but allow for the weapon to fire a shockwave of micro rounds in all directions from its outputs. Other types could also be like a damaging energy field made of the rounds fired for that type of weapon. The weapon range on this is also cut down as well since it allows the user to give their enemies a bath of death in all directions making it nearby impossible to dodge.


    There are some catches to using one of the other types of weapon modules in place of the default ones. First you cannot use more than one type of weapon module per computer, meaning you can't have say Single Direction and Phaser types salved to the same computer for example. This however doesn't stop you from linking a computer that has one type of modules to one that has another type. Secondly these two new types in particular are less powerful in the damage area than the normal ones. That said they each do something the normal ones and each other are unable to do and have their areas they are really good at.



    Now on something else: Weapon Firing Styles.

    Currently we have this Fire All type of firing style that only turns into a cycling firing style if we don't have the power to fire all outputs at once. This has always annoyed me to no end why we couldn't tell the weapons in their computers or even the AI to fire in a different mode.

    Cycling Fire Mode: This allows the shooter to fire one output at a time rather than all at once and it will cycle through all outputs once before going back to the first output to fire again. Now for high fire rate weapons like beams and cannons this might not be very useful but this could be handy for say high alpha weapons or in cases you simply don't have the power to fire all outputs at once.

    Multidirectional Spray Mode: This firing mode moves the restriction of the computer's facing direction for shooting to the module output's facing direction for shooting but at the cost of far lower than normal damage, range, and fire rate. In this firing mode the module facing directions determine the weapons fire directions. In Spray Mode while you have less powerful rounds you can basically tell all your enemies nearby they might want to move. Outside that you'd end up deal little damage to them. This could be handy when you have no scanner but you know that cloaker is somewhere in the same sector as you and you just want to spray the whole sector down out of frustration. :) Also what if you are in a cloud of drones wanting to murder you at close range and can't get them off you normally. :)



    That said anyone else also have some ideas? :)
     

    jayman38

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    The opposite of spray mode: Converging Beam mode, as seen on the Death Star from Star Wars.




    Burst Fire Mode: Three shots in quick succession per trigger pull.



    Edit:

    For Astronauts: Feed mode
    Feeding Astronauts within a radius with a "feed beam" that the astronaut "refracts" toward where they are aiming. If the power fed to one astronaut exceeds some small limit, that astronaut vaporizes. So for instance, if a platoon that is being fed is suddenly mostly wiped out by the enemy, the surviving astronauts might be vaporized by their own feeder, because with fewer astronauts, the per-astronaut feed energy suddenly jumps up. Zap. No survivors.
     

    Lecic

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    No. The stolen phaser array idea should be done with turrets getting a manual aim mode, and the other one is just damage pulse.

    Cycling Fire Mode: This allows the shooter to fire one output at a time rather than all at once and it will cycle through all outputs once before going back to the first output to fire again. Now for high fire rate weapons like beams and cannons this might not be very useful but this could be handy for say high alpha weapons or in cases you simply don't have the power to fire all outputs at once.
    Yeah, and make cannon/beam completely replace cannon/cannon and cannon, right? I can't believe that I need to say this every time someone suggests a system like this.
     

    MeRobo

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    Burst Fire Mode: Three shots in quick succession per trigger pull.
    You know that this can be done very easily right now? Place several outputs of the same weapon behind each other and you get your fire burst (with the added bonus that the ammount of shots per burst is customizable)
     

    jayman38

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    You know that this can be done very easily right now? Place several outputs of the same weapon behind each other and you get your fire burst (with the added bonus that the ammount of shots per burst is customizable)
    True. I'd kinda like to get burst mode without the 20% energy penalty and the loss of range from placing the outputs far enough back to see the separate shots. However, this is a good point. Thanks.
     

    StormWing0

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    No. The stolen phaser array idea should be done with turrets getting a manual aim mode, and the other one is just damage pulse.
    What about the cases where a fixed direction firing from our current weapons and where turrets aren't able to work like they should if at all? That was the general idea behind this idea.

    Yeah, and make cannon/beam completely replace cannon/cannon and cannon, right? I can't believe that I need to say this every time someone suggests a system like this.
    hmm maybe make cycle firing ????/Beam and ????/Pulse weapons have some kind of drawback?

    Keep in mind these are ideas not demanded requests so there's always room for change. :)
     

    Lecic

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    What about the cases where a fixed direction firing from our current weapons and where turrets aren't able to work like they should if at all? That was the general idea behind this idea.
    Then you don't hit the enemy. You've been OUTMANEUVERED and you shouldn't be able to just go, "plbpbpbpbpbttt i have phaserz" to get around the fact that you've been outplayed and haven't properly covered all angles with your turrets or put enough power into thrust and rotation to avoid getting outmaneuvered in the first place.

    hmm maybe make cycle firing ????/Beam and ????/Pulse weapons have some kind of drawback?
    All weapons have the same DPS. The only weapon choices where cycle firing would have any use are x/beam and x/missile combos, since they have higher projectile speed/range and shotgun spread, respectively. Any sort of cycle firing system will result in one of two outcomes- cycling modes are too powerful compared to all other weapons of the same type with lower alpha, or cycling modes are too weak for anyone to bother with.

    The only weapon I can see remotely useful in a nerfed cycle firing scenario is cannon/missile being used for a rapidfire PD shotgun.
     
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    Then you don't hit the enemy. You've been OUTMANEUVERED and you shouldn't be able to just go, "plbpbpbpbpbttt i have phaserz" to get around the fact that you've been outplayed and haven't properly covered all angles with your turrets or put enough power into thrust and rotation to avoid getting outmaneuvered in the first place.



    All weapons have the same DPS. The only weapon choices where cycle firing would have any use are x/beam and x/missile combos, since they have higher projectile speed/range and shotgun spread, respectively. Any sort of cycle firing system will result in one of two outcomes- cycling modes are too powerful compared to all other weapons of the same type with lower alpha, or cycling modes are too weak for anyone to bother with.

    The only weapon I can see remotely useful in a nerfed cycle firing scenario is cannon/missile being used for a rapidfire PD shotgun.
    Or a C/B Gatling Gun!
     

    Lukwan

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    Cycling fire: Agreed. It would be useful to be able to tell an AI to fire it's weapons in sequence to better control the turret's power consumption.

    The other suggestions: I am kinda....meh.