- Joined
- Oct 16, 2013
- Messages
- 10
- Reaction score
- 6
I've had an idea for weapons that have as much customization as your ships.
It would use these 'microblocks' called "Personal Weapon Modules(or something along those lines)" in a 150 by 150 by 400 microblock area, assuming that 300 of these microblocks would be the height of the player. Customization would be accessible via your inventory.
There wouldn't be any form of reload(for sake of the animator's sanity), but there would be overheating and weapon power. Overheating increases until it overheats. When it overheats, the weapon is unusable. The time it's unusable for depends on the number of heat distributors you have(I'll explain below).
Blocks:
- Weapon Module
Ship core for your gun.
- Weapon casing
Basically hull. All colors. Makes your gun look pretty.
- Micro Reactor
Reactors for your gun. Works similarly to the way they work on ships.
- Battery
Power Capacitors for your gun. Works similarly to the way they work on ships.
- Heat Sink
The surface area of the weapon modules that is covered by a heat sink determines how long it takes a weapon to overheat.
- Heat Distributor
The number of distributors that are open to the outside of the weapon determines how long it takes after the weapon overheats until it's usable again.
- Blaster Module + Blaster Comp
Same as the AMC for ships but on a smaller scale.
- Rocket Module + Rocket Comp
Same as the missiles for ships, however when you combo rocket comps with rocket comps it only creates the shotgun effect, not the automatic lock on effect(because that would be way OP for 1 vs many and would be completely useless in a team scenario, so it would encourage 'lone wolf' tactics, which isn't necessarily a good thing).
- Beam Gun Module + Beam Gun Comp
Same as the Damage Beams for ships but on a smaller scale. Provides lock on effect to Rocket Modules.
- Pulse Gun Module + Pulse Gun Comp
Similar to the Damage Pulse for ships, except only directed forwards. When combo'd with itself, it increases cone of effect and damage. When combo'd with others, it increases damage.
- Autoheal Gun + Autoheal Comp
Works like an astrotech, except on people(Unless astrotechs already work on people, in which case nevermind.)
All other modules similar(astrotech, power drain, etc).
At the same time, as mass increases, overall player speed decreases. This creates an incentive to create small weapons for normal use and larger weapons for combat.
Tell me what you think.
It would use these 'microblocks' called "Personal Weapon Modules(or something along those lines)" in a 150 by 150 by 400 microblock area, assuming that 300 of these microblocks would be the height of the player. Customization would be accessible via your inventory.
There wouldn't be any form of reload(for sake of the animator's sanity), but there would be overheating and weapon power. Overheating increases until it overheats. When it overheats, the weapon is unusable. The time it's unusable for depends on the number of heat distributors you have(I'll explain below).
Blocks:
- Weapon Module
Ship core for your gun.
- Weapon casing
Basically hull. All colors. Makes your gun look pretty.
- Micro Reactor
Reactors for your gun. Works similarly to the way they work on ships.
- Battery
Power Capacitors for your gun. Works similarly to the way they work on ships.
- Heat Sink
The surface area of the weapon modules that is covered by a heat sink determines how long it takes a weapon to overheat.
- Heat Distributor
The number of distributors that are open to the outside of the weapon determines how long it takes after the weapon overheats until it's usable again.
- Blaster Module + Blaster Comp
Same as the AMC for ships but on a smaller scale.
- Rocket Module + Rocket Comp
Same as the missiles for ships, however when you combo rocket comps with rocket comps it only creates the shotgun effect, not the automatic lock on effect(because that would be way OP for 1 vs many and would be completely useless in a team scenario, so it would encourage 'lone wolf' tactics, which isn't necessarily a good thing).
- Beam Gun Module + Beam Gun Comp
Same as the Damage Beams for ships but on a smaller scale. Provides lock on effect to Rocket Modules.
- Pulse Gun Module + Pulse Gun Comp
Similar to the Damage Pulse for ships, except only directed forwards. When combo'd with itself, it increases cone of effect and damage. When combo'd with others, it increases damage.
- Autoheal Gun + Autoheal Comp
Works like an astrotech, except on people(Unless astrotechs already work on people, in which case nevermind.)
All other modules similar(astrotech, power drain, etc).
At the same time, as mass increases, overall player speed decreases. This creates an incentive to create small weapons for normal use and larger weapons for combat.
Tell me what you think.