So I have a few ideas for more ship weapons:
First: Nukes
Nukes would basicly be missiles on steriods. They would have a huge explosion radius(500 meters maybe?) and also deal extreme damage that would evaporate any smaller ship. But to balance them, they would be:
With this, it now sounds basicly useless(unless you want to blow up a planet). So to make them useful:
To balance the nukes, there would be both radiation shields and radiation detectors. Radiation shields would shield both against nukes and stars. The first block would reduce the damage done to normal shields by approximately 5% but this value would decrease the more blocks get placed. The maximum would be somewhere around 75%. Unlike normal shields, the would also reduce the damage blocks taken from stars. Radiation detectors will tell the player if there is a nuke nearby or if there is radiation in the area. They will have a detection range of 500 meters from their location but you will get told the distance from your core. You can place multiple around your ship.
Second: Hacking
By hacking the enemies computers, you can temporarily disable his thrust, limit his energy regeneration, stun his weapon computer and turn off the turrets. Depending on size of ship and amount of blocks connected to the computer, hacking would take longer or shorter. For 10 blocks, it would take 5 seconds to hack but for larger ships it would be more time, but less time per mass. To disable turrets, it would take similar long but there would also take longer the more docking enhancers are being used. The player can also increase the hacking speed or duration for which something is hacked, but this would increase the power usage significantly(Up to 10 times at maximum maybe)
To hack, you have to place a hacking computer on your ship and set what he should hack in advance. This means that you would have to decide what to use the computer before fighting. Then to hack, you would have to be within 1000 meters of the target ship/turret and it would use a lot of energy, more for larger ships but for the smallest size, it would take 1K energy per second and it would cap somewhere around 100K. To start the hack, it would be the same as shooting a BB missile, you have to lock on and then click(what would be firing at missiles). But unlike the missiles, you don't have to stay locked on. Once you startd the hack, you only have to be in the area. When the hack started, unless some core functions of the ships are targeted like thrust or power regeneration, the targeted player won't know immediatly but only a bit later, up to 50% the time required to hack. If while hacking the opposing ship, your power runs out, the hack would be stopped but will be resumed as soon as it can.
Once a ship is hacked, it won't be able to(or only limited) use what was targeted. For one, as example, th AMCs wouldn't b able to be used for 30 seconds or energy recharge can be decreased by 50% and thrust by even more. Turrets would be made unactive(so unless you go to them and activate them, they won't fire)
Will write more if I have an other ideas
First: Nukes
Nukes would basicly be missiles on steriods. They would have a huge explosion radius(500 meters maybe?) and also deal extreme damage that would evaporate any smaller ship. But to balance them, they would be:
- Not as fast as missiles
- Explode if they don't hit a target
- Need many blocks to be used(Multiple thousand so a fighter can't use them)
- Have a long recharge(Multiple minutes)
- Can't be buffed by having more blocks, though stats can be changed like at any weapon
- Can damage user
With this, it now sounds basicly useless(unless you want to blow up a planet). So to make them useful:
- They would be invisible unless you have a radiation detector(see later)
- After explosion, there would be radiation in the whole sector it exploded which deal shield damage, any once shields are down, deal damage to the player(Little bit less than 1 per second)
- While the explosion, they deal a lot of shield damage so that only capitals would be able to escape them unharmed, but only a max of 99 damage to blocks(less the more the shields absorbed). This would nearly destroy any non shield block leaving it at 1 hp(If I am not mistaken, most ship parts have 100 hp)
- They would be able to lock on
To balance the nukes, there would be both radiation shields and radiation detectors. Radiation shields would shield both against nukes and stars. The first block would reduce the damage done to normal shields by approximately 5% but this value would decrease the more blocks get placed. The maximum would be somewhere around 75%. Unlike normal shields, the would also reduce the damage blocks taken from stars. Radiation detectors will tell the player if there is a nuke nearby or if there is radiation in the area. They will have a detection range of 500 meters from their location but you will get told the distance from your core. You can place multiple around your ship.
Second: Hacking
By hacking the enemies computers, you can temporarily disable his thrust, limit his energy regeneration, stun his weapon computer and turn off the turrets. Depending on size of ship and amount of blocks connected to the computer, hacking would take longer or shorter. For 10 blocks, it would take 5 seconds to hack but for larger ships it would be more time, but less time per mass. To disable turrets, it would take similar long but there would also take longer the more docking enhancers are being used. The player can also increase the hacking speed or duration for which something is hacked, but this would increase the power usage significantly(Up to 10 times at maximum maybe)
To hack, you have to place a hacking computer on your ship and set what he should hack in advance. This means that you would have to decide what to use the computer before fighting. Then to hack, you would have to be within 1000 meters of the target ship/turret and it would use a lot of energy, more for larger ships but for the smallest size, it would take 1K energy per second and it would cap somewhere around 100K. To start the hack, it would be the same as shooting a BB missile, you have to lock on and then click(what would be firing at missiles). But unlike the missiles, you don't have to stay locked on. Once you startd the hack, you only have to be in the area. When the hack started, unless some core functions of the ships are targeted like thrust or power regeneration, the targeted player won't know immediatly but only a bit later, up to 50% the time required to hack. If while hacking the opposing ship, your power runs out, the hack would be stopped but will be resumed as soon as it can.
Once a ship is hacked, it won't be able to(or only limited) use what was targeted. For one, as example, th AMCs wouldn't b able to be used for 30 seconds or energy recharge can be decreased by 50% and thrust by even more. Turrets would be made unactive(so unless you go to them and activate them, they won't fire)
Will write more if I have an other ideas