Flak weaponry was originally planned for the weapons update, but was cut along with the mine layer. I propose the addition of flak as it's own weapon system, complete with master/slave effects. The function of the basic flak is to fire a shot that will detonate into a number of extremely short ranged cannon shots on proximity to a target, with a random distribution pattern. This makes it hard to miss with, so it is effective on fighters, but at least half of the total damage is not going to hit, so using it against capital ships is less than ideal.
So, now for my take on what the various slave effects will be:
-Flak/cannon: as usual, higher fire rate, lower damage per shot.
-Flak/beam: higher velocity, longer range, longer reload.
-Flak/missile: fires a burst of flak shots that detonate at a set distance rather than by proximity- useful for an area-denial weapon, but not very good for actually killing a single target.
-Flak/pulse: High damage, long reloads, and explodes into a pulse rather than a bunch of cannon shots, making it even harder to dodge.
For slaving flak to other weapons, my thinking is to have it impart a charge-up/burst effect.
-Cannon/flak: fires a series of shots on a single reload
-Beam/flak: hold down click to charge up, increasing damage
-Missile/flak: Lock-on missiles that will detonate on proximity rather than direct contact with a target (alternate idea proposed by jstenholt: Have it fire a missile that travels a set distance from the firing ship before detonating into multiple heatseeking submunitions.)
-Pulse/flak: similarly to beam/flak, charges up from holding down click for bigger damage and AOE.
Effects work as usual.
Feedback is, as always, appreciated.
So, now for my take on what the various slave effects will be:
-Flak/cannon: as usual, higher fire rate, lower damage per shot.
-Flak/beam: higher velocity, longer range, longer reload.
-Flak/missile: fires a burst of flak shots that detonate at a set distance rather than by proximity- useful for an area-denial weapon, but not very good for actually killing a single target.
-Flak/pulse: High damage, long reloads, and explodes into a pulse rather than a bunch of cannon shots, making it even harder to dodge.
For slaving flak to other weapons, my thinking is to have it impart a charge-up/burst effect.
-Cannon/flak: fires a series of shots on a single reload
-Beam/flak: hold down click to charge up, increasing damage
-Missile/flak: Lock-on missiles that will detonate on proximity rather than direct contact with a target (alternate idea proposed by jstenholt: Have it fire a missile that travels a set distance from the firing ship before detonating into multiple heatseeking submunitions.)
-Pulse/flak: similarly to beam/flak, charges up from holding down click for bigger damage and AOE.
Effects work as usual.
Feedback is, as always, appreciated.
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