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- Jun 24, 2013
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I think I posted this idea before, but didn't really go in detail and I didn't flesh out the explanation properly so I'm going to try that now.
This would be a system that would come after the implementation of the new weapon system, ontop of it actually. It would involve modifying the output of one single array with one (type of) block: the "mod block".
Each of these mod blocks would have a GUI that's specific to them. This GUI would be activated by "activating" the block as you would with any other block.
Now of course, there could be different types of mod blocks, for instance:
-Color mod:
Would change the color of the array's output. A GUI with color picker would open upon using the block, it will only allow bright colors to prevent invisible projectiles.
-Spread mod:
Would make the array spread fire, at the cost of reload time. The GUI would contain sliders for the amount of extra projectiles and the spread angle (perhaps checkboxes to prevent horizontal/vertical spread). The reload time would be doubled with each extra projectile added (up to 6).
-Magnetizer mod:
Would make the projectiles slightly magnetic towards other ships, would have no GUI. Good for fighters in duels, bad for big ships in fleets since they can also hit allies.
-Drunk mod:
Would make the projectiles follow irregular patterns, kinda like flies, rather than having a straight line, useful for mine-laying when fleeing perhaps, or for tactics that involve confusion. Possibly a GUI with a slider for the amount of irregularity.
-Size mod:
Would increase the projectile in size, also increasing its hitbox. Would increase reload time and the GUI would consist of a slider that goes up to 2x the original size. Could also go the other way around and make the hitbox+projectile smaller, but not sure about this.
-Many more...
The mod blocks just have to be linked to an array, to influence that specific array. Up to 3 modblocks can be applied to one array at the same time, and perhaps some modblocks should not be able to be combined with each other at all, kinda like enchantments in Minecraft (although with the examples above there is no reason for this yet).
One thing I did not consider yet, was the fact that the new weapon types might be wildly different, for instance there will be beams. With beams I think the solution could involve just changing the angle for the beam for spread, and for the irregular path perhaps it could become some sort of lightning beam?
This is just a suggestion to add even more customization (and optional complexity) to weapons. More customization will lead to more replay value, and "weapon designs" might actually become a thing with this added ontop of the new system. It doesn't have to happen immediately either, just something for later if people like.
Comments? Weapon mod ideas? Terrible idea? :D
This would be a system that would come after the implementation of the new weapon system, ontop of it actually. It would involve modifying the output of one single array with one (type of) block: the "mod block".
Each of these mod blocks would have a GUI that's specific to them. This GUI would be activated by "activating" the block as you would with any other block.
Now of course, there could be different types of mod blocks, for instance:
-Color mod:
Would change the color of the array's output. A GUI with color picker would open upon using the block, it will only allow bright colors to prevent invisible projectiles.
-Spread mod:
Would make the array spread fire, at the cost of reload time. The GUI would contain sliders for the amount of extra projectiles and the spread angle (perhaps checkboxes to prevent horizontal/vertical spread). The reload time would be doubled with each extra projectile added (up to 6).
-Magnetizer mod:
Would make the projectiles slightly magnetic towards other ships, would have no GUI. Good for fighters in duels, bad for big ships in fleets since they can also hit allies.
-Drunk mod:
Would make the projectiles follow irregular patterns, kinda like flies, rather than having a straight line, useful for mine-laying when fleeing perhaps, or for tactics that involve confusion. Possibly a GUI with a slider for the amount of irregularity.
-Size mod:
Would increase the projectile in size, also increasing its hitbox. Would increase reload time and the GUI would consist of a slider that goes up to 2x the original size. Could also go the other way around and make the hitbox+projectile smaller, but not sure about this.
-Many more...
The mod blocks just have to be linked to an array, to influence that specific array. Up to 3 modblocks can be applied to one array at the same time, and perhaps some modblocks should not be able to be combined with each other at all, kinda like enchantments in Minecraft (although with the examples above there is no reason for this yet).
One thing I did not consider yet, was the fact that the new weapon types might be wildly different, for instance there will be beams. With beams I think the solution could involve just changing the angle for the beam for spread, and for the irregular path perhaps it could become some sort of lightning beam?
This is just a suggestion to add even more customization (and optional complexity) to weapons. More customization will lead to more replay value, and "weapon designs" might actually become a thing with this added ontop of the new system. It doesn't have to happen immediately either, just something for later if people like.
Comments? Weapon mod ideas? Terrible idea? :D
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