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- Dec 10, 2017
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This weapon will be very different from the other weapons.
For starters, the weapon involves an arcing bolt of electricity that jumps between Volt Charge Modules. When a ship is hit by this bolt of electricity by crossing its path, the ship's responsiveness drops, much like when a ship nears overheating (but likely to a lesser extent). The Volt Charge Modules, when activated, will send out a single bolt of electricity that travels between them.
This weapon does not increase in strength when more modules are added. In fact, modules cannot be grouped together. Instead, the player defines a path for the bolt of electricity to travel by linking Volt Charge Modules in the order in which the player wants the bolt to travel between them (performed in the same way players slave weapons). Also, if the player links Volt Charge Modules in a loop, instead of a single bolt of electricity, the electricity will continuously arc between the modules in the specified order. In this case, the weapon computer will remain active until the player deactivates it, terminating the bolt of electricity.
The power cost and reload time increase proportionally based upon the number of Volt Charge Modules linked to a single Volt Charge Computer. In the case of a loop, the power cost will be continuously deducted after each full loop the bolt of electricity makes.
This weapon causes no damage.
Secondary and Tertiary systems cannot be linked to this weapon system.
This weapon may seem a bit overpowered at first, but it will likely have a significant power cost and also requires opponents to pass through a specific one block wide space for the weapon to have any effect. Its main uses will be for weakening ships and occasionally aesthetics in large ships with enough power to spare.
Please feel free to reply with any suggestions, changes, or additions you have in mind.
NOTE: See comments for an alternate version of this suggestion. Special thanks to Cluwne!
For starters, the weapon involves an arcing bolt of electricity that jumps between Volt Charge Modules. When a ship is hit by this bolt of electricity by crossing its path, the ship's responsiveness drops, much like when a ship nears overheating (but likely to a lesser extent). The Volt Charge Modules, when activated, will send out a single bolt of electricity that travels between them.
This weapon does not increase in strength when more modules are added. In fact, modules cannot be grouped together. Instead, the player defines a path for the bolt of electricity to travel by linking Volt Charge Modules in the order in which the player wants the bolt to travel between them (performed in the same way players slave weapons). Also, if the player links Volt Charge Modules in a loop, instead of a single bolt of electricity, the electricity will continuously arc between the modules in the specified order. In this case, the weapon computer will remain active until the player deactivates it, terminating the bolt of electricity.
The power cost and reload time increase proportionally based upon the number of Volt Charge Modules linked to a single Volt Charge Computer. In the case of a loop, the power cost will be continuously deducted after each full loop the bolt of electricity makes.
This weapon causes no damage.
Secondary and Tertiary systems cannot be linked to this weapon system.
This weapon may seem a bit overpowered at first, but it will likely have a significant power cost and also requires opponents to pass through a specific one block wide space for the weapon to have any effect. Its main uses will be for weakening ships and occasionally aesthetics in large ships with enough power to spare.
Please feel free to reply with any suggestions, changes, or additions you have in mind.
NOTE: See comments for an alternate version of this suggestion. Special thanks to Cluwne!
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