Our weapons system is based on two different generations of game design. In the beginning there was the AMC and the salvage beam. They were elegant systems for a simpler age. Now we have a proliferation of weapons, subsystems, effects and all.
Recently I felt inspired to build a Tug. I wanted a non-damaging push beam. The system wouldn't let me. I've had a couple similar ideas where I felt frustrated by the fact that systems seemed to assume I wanted to damage something.
So let's throw the assumptions out. If this is a sandbox, let's make it all out of sand.
Delivery systems: Have no effect on their own, except possibly to create a pretty light show The delivery systems can still reinforce each-other just like they do now.
Now, add and combine effects, maybe any two of the following?:
Thoughts?
Recently I felt inspired to build a Tug. I wanted a non-damaging push beam. The system wouldn't let me. I've had a couple similar ideas where I felt frustrated by the fact that systems seemed to assume I wanted to damage something.
So let's throw the assumptions out. If this is a sandbox, let's make it all out of sand.
Delivery systems: Have no effect on their own, except possibly to create a pretty light show The delivery systems can still reinforce each-other just like they do now.
- Cannon
- Beam
- Pulse
- Missile
Now, add and combine effects, maybe any two of the following?:
- Damage
- Repair
- Salvage
- Piercing
- Explosive
- EMP
- Punch Through
- Stop
- Push /Pull
- Ion
- Overdrive
- Power Charge / Drain
- Shield Charge / Drain
- Jump Charge / Drain
- Logic Activate?
- Transport?
- Scanner? (might allow targeting of specific blocks within a structure)
- Where I target
- Enemies
- Unshielded Enemies
- Friendlies
- Unshielded friendlies
- Asteroids
- Damaged blocks
Thoughts?