Hi everyone,
I thougth about a scaling weapon system with some base variables (depending on the weapon type) and want to share this idea.
Some of the needed attributes already exist in the game but need to be linked to the amount of blocks your weapon consist of.
The reason behind this system is to make weapons fit there purpose and introduce a rock paper scissor mechanic. So if you have for example a destroyer class ship with huge weapons they will be good against big immobile ships like corvettes or other destroyer but bad against small fast figther or bomber.
Onshoots by a big weapons will be uncommon and at the same time smaller anti fighter weapons are still an viable on bigger ships. That means te the biggest weapon isn't always the best one. It depends on what it is supposed to hit.
decreasing attributes by larger amount of blocks:
projectile speed: maximum travel speed
projectile acceleration: time until reaching the maximum travel speed (for rockets, missiles)
reload: time between two fire commands
charge: time between fire command and actual projectile release (for laser or magnetic charge for gauss cannons)
increasing attributes by larger amount of blocks:
damage output per hit: more blocks increase damage
Update:
I was wrinting a comment and had another Idea how this mechanic could work. Weapon blocks increase an energypool instead of direct attribute bonuses. This energypool can be shared between attributes inside a window like the thruster menu. The effect would be similar, but it's much easier to explain how it actually works (don't take the number to serious though):
Antimatter cannon total energyfrom 100 blocks = 1000
Damage : _______100(100)______2000(400) ____1000(250)
Projectile speed:__100m/s (300)___100m/s(400)___75m/s(250)
Charge up time: __0,1s (300)______3s(100) ______0,75s (250)
Reload time: ____0,5s (300)______10s(100) _____1,5s(250)
_____________gattling cannon__gauss cannon__ regular cannon
The numbers don't need to be liniar and some values max at at a certain point (for ex: max 40% total energy for each attribute). It needs to be tested what works best.
I thougth about a scaling weapon system with some base variables (depending on the weapon type) and want to share this idea.
Some of the needed attributes already exist in the game but need to be linked to the amount of blocks your weapon consist of.
The reason behind this system is to make weapons fit there purpose and introduce a rock paper scissor mechanic. So if you have for example a destroyer class ship with huge weapons they will be good against big immobile ships like corvettes or other destroyer but bad against small fast figther or bomber.
Onshoots by a big weapons will be uncommon and at the same time smaller anti fighter weapons are still an viable on bigger ships. That means te the biggest weapon isn't always the best one. It depends on what it is supposed to hit.
decreasing attributes by larger amount of blocks:
projectile speed: maximum travel speed
projectile acceleration: time until reaching the maximum travel speed (for rockets, missiles)
reload: time between two fire commands
charge: time between fire command and actual projectile release (for laser or magnetic charge for gauss cannons)
increasing attributes by larger amount of blocks:
damage output per hit: more blocks increase damage
Update:
I was wrinting a comment and had another Idea how this mechanic could work. Weapon blocks increase an energypool instead of direct attribute bonuses. This energypool can be shared between attributes inside a window like the thruster menu. The effect would be similar, but it's much easier to explain how it actually works (don't take the number to serious though):
Antimatter cannon total energyfrom 100 blocks = 1000
Damage : _______100(100)______2000(400) ____1000(250)
Projectile speed:__100m/s (300)___100m/s(400)___75m/s(250)
Charge up time: __0,1s (300)______3s(100) ______0,75s (250)
Reload time: ____0,5s (300)______10s(100) _____1,5s(250)
_____________gattling cannon__gauss cannon__ regular cannon
The numbers don't need to be liniar and some values max at at a certain point (for ex: max 40% total energy for each attribute). It needs to be tested what works best.
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