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I've been playing StarMade for a while, and I've noticed that there is very little diversity in weapons and defenses. These are my ideas on weapons and defenses. I will be rating different areas in stars, 1 is horrible/very low and 5 is excellent/very high.
*Note* I do not expect these ideas to be implemented soon, if at all.
Weapons
Kinetic Weapons
Kinetic weapons do increased damage to plating, but less to shields and other energy-based defenses. Normally, they have higher damage but less rate of fire than other weaponry.
Railgun: The most basic kinetic weapon. Fires a large, slow moving projectile. Grouping increases damage and range but decreases rate of fire. (Yes, I know slow makes it unable to be a true railgun, but some people think they shoot lasers... plus it balances things out)
Damage: *** Range: *** RoF: *** Power Usage: **
Artillery Cannon: Meant for large ships. Fires a slow moving, explosive projectile with decent range. Grouping is nearly necessary, as it increases range, damage, and AoE.
Damage: *** Range: *** RoF: ** AoE: ** Power Usage: **
Gatling Cannon: One of the few kinetic weapons better for small ships. Extreme rate of fire and fast projectile speed, but short range and very low damage, as well as slight projectile deviation. Grouping increases damage and range slightly.
Damage: * Range: ** RoF: ***** Power Usage: *
Mass Driver: This is only for the big boys. Fires a large, slow projectile with a small AoE. Without grouping, the Mass Driver has deplorable range and rate of fire. With grouping, rate of fire increases to a slight degree. Damage and range increase, as does AoE. Has an unusually high power usage for kinetic weapons.
Damage: ***** Range *** RoF: * AoE: * Power Usage: ****
Energy Weapons
Energy Weapons have higher energy usage than other weapons, as well as fast projectiles and extra damage to shields and other energy-based defences, but less damage to hulls. They are also more expensive, as they are advanced weapons.
Pulse Laser: Most basic energy weapon. Decent in all catagories. Grouping increases damage and range, as well as projectile speed. Rate of fire decreases. This weapon is flexible, small arrays being fast firing for point defense, with medium-large ones firing slower and acting as primary/secondary batteries on larger ships.
Damage: *** Range: *** RoF: *** Power Usage: ***
Gatling Laser: The counterpart to the Gatling Cannon, this weapon is very similar, but has longer range, faster projectiles, and less projectile deviation. It uses more power, though.
Damage: * Range: *** RoF: ***** Power Usage: **
Ion Cannon: The only energy energy weapon designed specifically for large ships. Has great damage and range, plus a small AoE. It has a chance to disable modules in its AoE for a few seconds, thus being very useful against exposed modules. Grouping increases damage, range, disable duration, and AoE, while decreasing rate of fire.
Damage: **** Range: **** RoF: ** AoE: ** Base Disable Duration: 3 seconds.
Explosives
Missiles are big, slow, explosive weapons. Rockets are small, fast, explosive weapons. Bombs are large projectiles affected by gravity, with high damage and large AoE, and launch downwards. Missiles and rockets gain increased damage and AoE when grouped, as well as projectile speed. Bombs gain damage and AoE when grouped. Explosives do extra damage to plating.
SD-2KB: They are like the normal SD-KB missiles, but they only aim for enemies. They have the exact same values as SD-KB missiles. (Damage, Range, AoE, etc.)
"Hunter" Missiles: These intelligent missiles seek out the nearest ship marked as an enemy, and can predict basic foreward movement. The downside, though, is that these missiles cannot predict direction changes, which can lead to a miss.
Damage: **** Range: **** RoF: ** AoE: *** Power Usage: ***
"Planet Cracker" Missiles: These are basically d1000 missiles, but they move slower and have more damage and splash radius. They have horrible rate of fire if not grouped, unfortunately, so they are mainly for larger ships.
Damage: ***** Range: *** RoF: * AoE: **** Power Usage: ***
Rocket Pod: Fires quick bursts of rockets. Has a large deviation.
Damage: *** Range: *** RoF: **** AoE: ** Power Usage: ***
Homing Rockets: Fires small rockets that home in on whatever you have as a locked target. Less damage and range than SD-BB or Hunter missiles, but faster reload and projectile speed, as well as much faster lock-on. (2 or 3 times faster? Up for argument)
Damage: *** Range: *** RoF: *** AoE: ** Power Usage: ***
High-Explosives Array: Just your average bombs. High damage and good AoE.
Damage: **** Range: * RoF: * AoE: **** Power Usage: *
HEAP (High-Explosive Armor-Piercing) Array: These bombs deal more damage than others, but with a smaller AoE. More of a precision-strike weapon to take out a weapon or power generator.
Damage: ***** Range: * RoF: * AoE: *** Power Usage: *
Cluster-Bomb Array: This weapon releases a single bomb that releases numerous smaller ones before impact. Creates many small craters.
Main Bomb- Damage: N/A Range: * RoF: * AoE: N/A Power Usage: *
Small bombs- Damage: ** Range: N/A RoF: N/A AoE: ** Power Usage: N/A
Piercing Bomb Array: Relases a bomb that tunnels through 3 blocks before detonating. Useful for taking out well-protected systems. Note that the bomb's tunneling effect works when shields are up, just it's reduced to 1 block, and there is no explosion.
Damage: **** Range: * RoF: * AoE: *** Power Usage: *
Nano-Bomb Array: These bombs are launched in threes. Useful for carpet bombing when multiple arrays are used.
Damage: *** Range: * RoF: ** AoE: ** Power Usage: *
Special Weapons
Special weapons have unique effects, while they would also be rarer and more expensive than other weapons (Most of the time).
EMP Cannon: Fires EMP blasts. It only damages shields on impact, but also disables modules hit in its AoE. Grouping increases damage (Still only vs. shields), AoE, and time that modules are disabled. A weapon to be feared.
Damage (Versus shields): *** Range: *** RoF: ** AoE: * Power Usage: ***** Base Disable Duration: 8 seconds.
Plasma Rocket Pod: A weapon that fires bursts of plasma filled rockets. This weapon has very small AoE, and the rockets have a large deviation, but the volume of fire is very good. The rockets leave plasma residue, causing light damage over time on the affected area. Grouping increases the damage, and slightly increases the damage and duration of the residue.
Damage: *** Range: ** RoF: **** AoE: ** Power Usage: *** Residue Damage: * Base Residue Duration: 3 seconds.
SD-EMP: Functions similarly to an SD-BB missile, but instead of dealing damage, it shuts down all modules in its AoE. Grouping increases missile speed, AoE, and duration of the shutdown.
Damage: None. Range: **** RoF: * AoE: *** Power Usage: *** Base Shutdown Duration: 10 seconds
Defenses
Plating
Plating is used for protection against energy weapons, as it uses either reflective material or energy-absorbing material to protect against energy, but kinetic weapons and explosives can destroy these easily.
Mirror Plates: The most basic form of plating. Reflects only small amounts of energy.
HP: ** Defense: **
Webbed Plating: Uses many layers and materials to make a "web" in the plating that defends against energy.
HP: *** Defense: ***
Composite Plates: A mirror plate on top of a webbed plate. Very effective.
HP: **** Defense: ****
Disperser Plating: Energy fired at this type of plating has its damage distributed among all adjacent disperser plates, and is diminished. These are very fragile, though.
HP: ** Defense: *****
Reinforced Plating: This plating has the most HP, but it also is not very good at defending otherwise.
HP: ***** Defense: **
Energy-Based Defenses
Energy-based defenses are used to defend against projectile weapons, like kinetic weapons and explosives. They are weak to energy weapons, however. These add their effects to shields (If there are any), but have their own health. Only two total energy defenses are allowed per ship.
Disruptor: A basic defense. Creates a field around the ship that disrupts incoming non-energy projectiles. Only useful when used in conjunction with defenses that minimise energy damage.
Defense: **
Cancellator: Detects incoming projectiles and creates an energy flow to slow it down, decreasing the damage it deals.
Defense: ***
Heat Projector: Creates a field around a ship (It is 1 or 2 blocks away, actually.) that instantly overheats incoming projectiles, melting or detonating them on contact, removing the powerful impact of kinetic weapons and minimising the explosions from explosives.
Defense: ****
Forcefield: Creates a field of energy that instantly deflects any projectile that hits it. Unfortunately, It can only block three projectiles/100 damage per forcefield block, whichever comes first. CANNOT deflect the projectiles of energy weapons. Only useful when paired with defenses that mitigate energy weapon damage.
Defense: *****
Naming time!
I'm thinking of full names for the weapons, like an SD-BB Missile Array is actually a SchemaDyne Blockade-Buster.
Railgun: SchemaDyne tg 5.2 Magnetic Projectile Accelerator
Artillery Cannon: SchemaDyne fh 1.3 Explosive Projectile Launcher
Gatling Cannon: SchemaDyne rm 8.1 Quick-Firing Weapon System
Mass Driver: SchemaDyne xn 7.8 Magnetic Superprojectile Accelerator
Pulse Laser: SchemaDyne ec 4.7 Repeating Laser Cannon
Gatling Laser: R0GUE 0A Rapid-Fire Laser Cannon
Ion Cannon: SchemaDyne cn 9.2 Ion Projectile Launcher
SD-2KB: SchemaDyne Advanced Heat-Tracking Missiles
Hunter Missiles: R0GUE 0D Smart-Tracking Missiles
Planet-Cracker Missiles: R0GUE 0T Super-Explosive Missiles
Rocket Pod: R0GUE 0B Ambush Rocket System
Homing Rockets: SchemaDyne kt 3.9 Tracking Rocket Weapon System
High-Explosives Array: SchemaDyne hb 6.4 High-Impact Ordinance Deployer
HEAP Array: SchemaDyne da 5.8 Concentrated Blast Ordinance Deployer
Cluster Bomb Array: R0GUE 0E Cluster Bomb System
Piercing Bomb Array: SchemaDyne bp 4.6 Burrowing Bomb Deployer
Nano-Bomb Array: SchemaDyne cb 2.8 Multiple Launch Ordinance System
EMP Cannon: R0GUE 0K Precision EMP Weapon System
Plasma Rocket Pod: R0GUE 0F Plasma Rocket Launch System
SD-EMP: SchemaDyne ep 7.1 Electromagnetic Pulse Missile System
*Note* I do not expect these ideas to be implemented soon, if at all.
Weapons
Kinetic Weapons
Kinetic weapons do increased damage to plating, but less to shields and other energy-based defenses. Normally, they have higher damage but less rate of fire than other weaponry.
Railgun: The most basic kinetic weapon. Fires a large, slow moving projectile. Grouping increases damage and range but decreases rate of fire. (Yes, I know slow makes it unable to be a true railgun, but some people think they shoot lasers... plus it balances things out)
Damage: *** Range: *** RoF: *** Power Usage: **
Artillery Cannon: Meant for large ships. Fires a slow moving, explosive projectile with decent range. Grouping is nearly necessary, as it increases range, damage, and AoE.
Damage: *** Range: *** RoF: ** AoE: ** Power Usage: **
Gatling Cannon: One of the few kinetic weapons better for small ships. Extreme rate of fire and fast projectile speed, but short range and very low damage, as well as slight projectile deviation. Grouping increases damage and range slightly.
Damage: * Range: ** RoF: ***** Power Usage: *
Mass Driver: This is only for the big boys. Fires a large, slow projectile with a small AoE. Without grouping, the Mass Driver has deplorable range and rate of fire. With grouping, rate of fire increases to a slight degree. Damage and range increase, as does AoE. Has an unusually high power usage for kinetic weapons.
Damage: ***** Range *** RoF: * AoE: * Power Usage: ****
Energy Weapons
Energy Weapons have higher energy usage than other weapons, as well as fast projectiles and extra damage to shields and other energy-based defences, but less damage to hulls. They are also more expensive, as they are advanced weapons.
Pulse Laser: Most basic energy weapon. Decent in all catagories. Grouping increases damage and range, as well as projectile speed. Rate of fire decreases. This weapon is flexible, small arrays being fast firing for point defense, with medium-large ones firing slower and acting as primary/secondary batteries on larger ships.
Damage: *** Range: *** RoF: *** Power Usage: ***
Gatling Laser: The counterpart to the Gatling Cannon, this weapon is very similar, but has longer range, faster projectiles, and less projectile deviation. It uses more power, though.
Damage: * Range: *** RoF: ***** Power Usage: **
Ion Cannon: The only energy energy weapon designed specifically for large ships. Has great damage and range, plus a small AoE. It has a chance to disable modules in its AoE for a few seconds, thus being very useful against exposed modules. Grouping increases damage, range, disable duration, and AoE, while decreasing rate of fire.
Damage: **** Range: **** RoF: ** AoE: ** Base Disable Duration: 3 seconds.
Explosives
Missiles are big, slow, explosive weapons. Rockets are small, fast, explosive weapons. Bombs are large projectiles affected by gravity, with high damage and large AoE, and launch downwards. Missiles and rockets gain increased damage and AoE when grouped, as well as projectile speed. Bombs gain damage and AoE when grouped. Explosives do extra damage to plating.
SD-2KB: They are like the normal SD-KB missiles, but they only aim for enemies. They have the exact same values as SD-KB missiles. (Damage, Range, AoE, etc.)
"Hunter" Missiles: These intelligent missiles seek out the nearest ship marked as an enemy, and can predict basic foreward movement. The downside, though, is that these missiles cannot predict direction changes, which can lead to a miss.
Damage: **** Range: **** RoF: ** AoE: *** Power Usage: ***
"Planet Cracker" Missiles: These are basically d1000 missiles, but they move slower and have more damage and splash radius. They have horrible rate of fire if not grouped, unfortunately, so they are mainly for larger ships.
Damage: ***** Range: *** RoF: * AoE: **** Power Usage: ***
Rocket Pod: Fires quick bursts of rockets. Has a large deviation.
Damage: *** Range: *** RoF: **** AoE: ** Power Usage: ***
Homing Rockets: Fires small rockets that home in on whatever you have as a locked target. Less damage and range than SD-BB or Hunter missiles, but faster reload and projectile speed, as well as much faster lock-on. (2 or 3 times faster? Up for argument)
Damage: *** Range: *** RoF: *** AoE: ** Power Usage: ***
High-Explosives Array: Just your average bombs. High damage and good AoE.
Damage: **** Range: * RoF: * AoE: **** Power Usage: *
HEAP (High-Explosive Armor-Piercing) Array: These bombs deal more damage than others, but with a smaller AoE. More of a precision-strike weapon to take out a weapon or power generator.
Damage: ***** Range: * RoF: * AoE: *** Power Usage: *
Cluster-Bomb Array: This weapon releases a single bomb that releases numerous smaller ones before impact. Creates many small craters.
Main Bomb- Damage: N/A Range: * RoF: * AoE: N/A Power Usage: *
Small bombs- Damage: ** Range: N/A RoF: N/A AoE: ** Power Usage: N/A
Piercing Bomb Array: Relases a bomb that tunnels through 3 blocks before detonating. Useful for taking out well-protected systems. Note that the bomb's tunneling effect works when shields are up, just it's reduced to 1 block, and there is no explosion.
Damage: **** Range: * RoF: * AoE: *** Power Usage: *
Nano-Bomb Array: These bombs are launched in threes. Useful for carpet bombing when multiple arrays are used.
Damage: *** Range: * RoF: ** AoE: ** Power Usage: *
Special Weapons
Special weapons have unique effects, while they would also be rarer and more expensive than other weapons (Most of the time).
EMP Cannon: Fires EMP blasts. It only damages shields on impact, but also disables modules hit in its AoE. Grouping increases damage (Still only vs. shields), AoE, and time that modules are disabled. A weapon to be feared.
Damage (Versus shields): *** Range: *** RoF: ** AoE: * Power Usage: ***** Base Disable Duration: 8 seconds.
Plasma Rocket Pod: A weapon that fires bursts of plasma filled rockets. This weapon has very small AoE, and the rockets have a large deviation, but the volume of fire is very good. The rockets leave plasma residue, causing light damage over time on the affected area. Grouping increases the damage, and slightly increases the damage and duration of the residue.
Damage: *** Range: ** RoF: **** AoE: ** Power Usage: *** Residue Damage: * Base Residue Duration: 3 seconds.
SD-EMP: Functions similarly to an SD-BB missile, but instead of dealing damage, it shuts down all modules in its AoE. Grouping increases missile speed, AoE, and duration of the shutdown.
Damage: None. Range: **** RoF: * AoE: *** Power Usage: *** Base Shutdown Duration: 10 seconds
Defenses
Plating
Plating is used for protection against energy weapons, as it uses either reflective material or energy-absorbing material to protect against energy, but kinetic weapons and explosives can destroy these easily.
Mirror Plates: The most basic form of plating. Reflects only small amounts of energy.
HP: ** Defense: **
Webbed Plating: Uses many layers and materials to make a "web" in the plating that defends against energy.
HP: *** Defense: ***
Composite Plates: A mirror plate on top of a webbed plate. Very effective.
HP: **** Defense: ****
Disperser Plating: Energy fired at this type of plating has its damage distributed among all adjacent disperser plates, and is diminished. These are very fragile, though.
HP: ** Defense: *****
Reinforced Plating: This plating has the most HP, but it also is not very good at defending otherwise.
HP: ***** Defense: **
Energy-Based Defenses
Energy-based defenses are used to defend against projectile weapons, like kinetic weapons and explosives. They are weak to energy weapons, however. These add their effects to shields (If there are any), but have their own health. Only two total energy defenses are allowed per ship.
Disruptor: A basic defense. Creates a field around the ship that disrupts incoming non-energy projectiles. Only useful when used in conjunction with defenses that minimise energy damage.
Defense: **
Cancellator: Detects incoming projectiles and creates an energy flow to slow it down, decreasing the damage it deals.
Defense: ***
Heat Projector: Creates a field around a ship (It is 1 or 2 blocks away, actually.) that instantly overheats incoming projectiles, melting or detonating them on contact, removing the powerful impact of kinetic weapons and minimising the explosions from explosives.
Defense: ****
Forcefield: Creates a field of energy that instantly deflects any projectile that hits it. Unfortunately, It can only block three projectiles/100 damage per forcefield block, whichever comes first. CANNOT deflect the projectiles of energy weapons. Only useful when paired with defenses that mitigate energy weapon damage.
Defense: *****
Naming time!
I'm thinking of full names for the weapons, like an SD-BB Missile Array is actually a SchemaDyne Blockade-Buster.
Railgun: SchemaDyne tg 5.2 Magnetic Projectile Accelerator
Artillery Cannon: SchemaDyne fh 1.3 Explosive Projectile Launcher
Gatling Cannon: SchemaDyne rm 8.1 Quick-Firing Weapon System
Mass Driver: SchemaDyne xn 7.8 Magnetic Superprojectile Accelerator
Pulse Laser: SchemaDyne ec 4.7 Repeating Laser Cannon
Gatling Laser: R0GUE 0A Rapid-Fire Laser Cannon
Ion Cannon: SchemaDyne cn 9.2 Ion Projectile Launcher
SD-2KB: SchemaDyne Advanced Heat-Tracking Missiles
Hunter Missiles: R0GUE 0D Smart-Tracking Missiles
Planet-Cracker Missiles: R0GUE 0T Super-Explosive Missiles
Rocket Pod: R0GUE 0B Ambush Rocket System
Homing Rockets: SchemaDyne kt 3.9 Tracking Rocket Weapon System
High-Explosives Array: SchemaDyne hb 6.4 High-Impact Ordinance Deployer
HEAP Array: SchemaDyne da 5.8 Concentrated Blast Ordinance Deployer
Cluster Bomb Array: R0GUE 0E Cluster Bomb System
Piercing Bomb Array: SchemaDyne bp 4.6 Burrowing Bomb Deployer
Nano-Bomb Array: SchemaDyne cb 2.8 Multiple Launch Ordinance System
EMP Cannon: R0GUE 0K Precision EMP Weapon System
Plasma Rocket Pod: R0GUE 0F Plasma Rocket Launch System
SD-EMP: SchemaDyne ep 7.1 Electromagnetic Pulse Missile System