- Joined
- Sep 14, 2017
- Messages
- 666
- Reaction score
- 928
This is an idea for how to take all the mechanics of Weapons 3.0 and make them a fully modular, and customizable system. So far, the weapons 3.0 system has tons of fun new mechanics such as Acid, recoil, spinal weapons, etc, but it feels devoid of player interaction. With only 9 actual weapon combos, each with so many caveats forced into them that nothing actually feels comfortable to use; I feel the game has lost of lot of appeal for people to actually design competitive technologies. "Doom beam", "Arc Beam", and "Bomb" are not a code names for a faction specific ways of building a weapon system, they are just weapon primitives with very little room for customization or optimization.
This idea is to decouple weapons from the traditional idea of secondary and tertiary modules, and to simply build weapons by layering weapon modules on them by connecting your main weapon computer to however many of these secondary systems you need to reach the desired effect. Much like the old tertiary system, each bonus you add would come with a handicap; so, building something like a doom beam would still be just as viable as it is right now by simply stacking all the handicaps on a single weapon that you can to reach the desired mega damage doomsday situational weapon.
The difference here is that you can pick and choose what handicaps you are willing to take to min-max your firepower so that two factions might both have doom-beam like weapons, but they might have very different configurations. This would help bring back the feel of faction specific military doctrine, and technological exploration as a game mechanic.
Proposed break down:
This idea is to decouple weapons from the traditional idea of secondary and tertiary modules, and to simply build weapons by layering weapon modules on them by connecting your main weapon computer to however many of these secondary systems you need to reach the desired effect. Much like the old tertiary system, each bonus you add would come with a handicap; so, building something like a doom beam would still be just as viable as it is right now by simply stacking all the handicaps on a single weapon that you can to reach the desired mega damage doomsday situational weapon.
The difference here is that you can pick and choose what handicaps you are willing to take to min-max your firepower so that two factions might both have doom-beam like weapons, but they might have very different configurations. This would help bring back the feel of faction specific military doctrine, and technological exploration as a game mechanic.
Proposed break down:
HTML:
<table>
<tr>
<th></th>
<th>Cannon</th>
<th>Beam</th>
<th>Missiles</th>
</tr>
<tr>
<th>Main System</th>
<td>10 dps/block;</td>
<td>10 dps/block;</td>
<td>20 dps/block;</td>
</tr>
<tr>
<th>Alpha Loader *Can’t be used with an Omega Loader*</th>
<td>Decreases rate-of-fire for better alpha damage; 10 dps/block</td>
<td>Decreases rate-of-fire for better alpha damage; 10 dps/block</td>
<td>Decreases rate-of-fire for better alpha damage; 20 dps/block</td>
</tr>
<tr>
<th>Omega Loader *Can’t be used with an Alpha Loader*</th>
<td>Increases rate-of-fire for better DPS; 10 dps/block</td>
<td>Increases rate-of-fire for better DPS; 10 dps/block</td>
<td>Increases rate-of-fire for better DPS; 20 dps/block</td>
</tr>
<tr>
<th>Capacitor</th>
<td>Weapon can be held down to charge up; Receives a damage multiplier based on how long it was charged.</td>
<td>Weapon has a charging delay; Receives a damage multiplier based on this.</td>
<td>Weapon discharges multiple missiles per shot; Does more total damage, but less damage/ammo.</td>
</tr>
<tr>
<th>Barrel Enhancer *Can’t be used with a Payload Enhancer*</th>
<td>Increases range and projectile velocity; does not add any damage.</td>
<td>Increases range; does not add any damage.</td>
<td>Increases range and projectile velocity; does not add any damage.</td>
</tr>
<tr>
<th>Payload Enhancer *Can’t be used with a Barrel Enhancer*</th>
<td>Decreases velocity; Adds a damage multiplier</td>
<td>Decreases range; Adds a damage multiplier</td>
<td>Adds the “bomb” effect</td>
</tr>
<tr>
<th>Spectrum Enhancer</th>
<td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 10 dps/block</td>
<td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 10 dps/block</td>
<td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 20 dps/block</td>
</tr>
<tr>
<th>Optical Enhancer</th>
<td>Adds Zoom</td>
<td>Adds latch-on</td>
<td>Adds lock-on</td>
</tr>
<tr>
<th>Targeting Enhancer</th>
<td>Mitigates Recoil</td>
<td>Mitigates damage falloff</td>
<td>Mitigates lock-on time</td>
</tr>
<tr>
<th>Gyroscopic Enhancer</th>
<td>Allows gimbal effect</td>
<td>Allows gimbal effect</td>
<td>Improves turn rate of lock-on missiles</td>
</tr>
</table>