Skill weapon/effect/slave : particle projector (no-aoe tracking projectile)

    NeonSturm

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    Background-story:
    The particle projector fires micro-singularities which are synced with micro-singularities inside the weapon.
    These are sustained by a forcefield projected around them from the on-board one through the quantum sync.

    On impact they collapse, but not before doing some damage.​



    The Particle projector has a rather slow projectile which can track targets just like missiles.

    Unlike missiles it has not necessarily AOE (only with explosive effect)

    Their range is limited to 1000 distance to the launcher by default (2000 with beams, like missiles)

    Because of their limited number of alive projectiles per array you can continue to pump damage on a target if it keeps evading.​



    You can only fire a limited of projectiles at a time alive per array.
    They have to impact, decay or be canceled before you can fire new ones.

    Cancel furthermost projectile with shift-fire?​

    EDIT: WOW again... 9 views, 1 feedback, you are so awesome! :p ((don't take me too seriously with this!))
     
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    jayman38

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    Sounds like a cannon with tracking projectiles. It would need to be underpowered pretty severely to keep from making this weapon system a complete replacement for cannon. (E.g. huge power requirement, like a missile; maybe shorten the range a bit)

    From a conceptual point of view, since it wouldn't use conventional tracking, it sounds like it would be very difficult to evade or shoot down. Maybe in complete opposition to missile weapons, it has only a 1x1x1 hit box and cannot be shot down by energy weapons, but only by physical projectiles (missiles and cannonfire.) Devious idea: beam weapons that make contact could make the projectile stronger!

    Since it is effectively tracked by the firing ship, maybe you can use radar jammer (or anything else that takes the target vessel off the firing ship's radar) to evade. However, jammers are pretty cheap, in terms of price and energy requirements, so that's an OP defense against such a weapon. Maybe keep the range long, and even increase the speed to near-cannon-projectile-speed to shorten the reaction time the target has to activate their jammer.

    In terms of energy usage, it would be interesting if each projectile used energy from the firing ship, with maybe just a low initial firing energy usage, so most of the energy used by the weapon is used up while the projectile is in flight, so the more projectiles you have in flight, the more energy your weapon system uses, and then projectiles start disappearing one by one if the firing ship runs out of energy.
     

    NeonSturm

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    In terms of energy usage, it would be interesting if each projectile used energy from the firing ship, with maybe just a low initial firing energy usage, so most of the energy used by the weapon is used up while the projectile is in flight, so the more projectiles you have in flight, the more energy your weapon system uses, and then projectiles start disappearing one by one if the firing ship runs out of energy.
    Nice idea.
    I just wanted to suggest the concept -wasn't fixed on actual stats.

    Random idea: They could move relative to your ship - if you turn they move quite a lot and may miss a lot more (quantum-synced after all :D)

    I thought about 5 dps per block (same as cannon), but very short reload and very limited number of projectiles (like max 5 and each 0.5 seconds)
    That would make it less effective at range. But I am open to suggestions (I want it be unique rather than a stupid idea for most peoples)