I wish... more for the slave properties than the actual weapon itself.Minelayer!
Aren't the slave properties just pulse but even more so?I wish... more for the slave properties than the actual weapon itself.
Sort of, it was intended to have the "charge" property. So that translates to CHARGE BEAAAAAMS.Aren't the slave properties just pulse but even more so?
Yeh that'd be pretty damn awesome, I'm hoping for really long (or potentially limitles) maximum charge times.Sort of, it was intended to have the "charge" property. So that translates to CHARGE BEAAAAAMS.
All the charge combos would basically be ideal for making super weapons, that's why I want it so much :p
...Charge beams... so, just pulse beams with even more damage and that annoying jump drive mechanic? Only any good for Ion weapons, really.Sort of, it was intended to have the "charge" property. So that translates to CHARGE BEAAAAAMS.
All the charge combos would basically be ideal for making super weapons, that's why I want it so much :p
The way I envisage them is that you hold down to charge and it fires the instant you release, the longer the charge the more damage, ideally the beam varient would have all its ticks within a very short pulse....Charge beams... so, just pulse beams with even more damage and that annoying jump drive mechanic? Only any good for Ion weapons, really.
this with a visual effect at the output would be amazingThe way I envisage them is that you hold down to charge and it fires the instant you release, the longer the charge the more damage, ideally the beam varient would have all its ticks within a very short pulse.
Well, I still think that there should be an upper cap to the amount of damage you can charge (based on the weapon's block count). So for example, for every second you charge it adds X seconds worth of the weapon's DPS, and you can charge it up to Y amount of seconds before it discharges (or you can fire earlier if you want). Otherwise you could in theory do millions of damage with a single weapon block, which would make no sense.The way I envisage them is that you hold down to charge and it fires the instant you release, the longer the charge the more damage, ideally the beam varient would have all its ticks within a very short pulse.
The way I imagine it is that you have a preset max based on the the block count that takes say 120 seconds of charging to reach (with appropriate pre-fire glow at the muzzle) the power draw would be constant during charging. once you exceed that preset max you can continue charging but the power draw increases by say 5% for every second of additional charge, if you reach a point where you can no longer match the power requirments the weapon fire as if you had let go of the trigger.Well, I still think that there should be an upper cap to the amount of damage you can charge (based on the weapon's block count). Otherwise you could in theory do millions of damage with a single weapon block, which would make no sense.
I would be interested in seeing weapon variants that use the scanner method. The weapon charges over time on it's own and uses a consistent power draw over time and when it is fired it uses no power. This would de-emphasize high power capacity requirements and may allow smaller ships to use high alpha damage weapons....Charge beams... so, just pulse beams with even more damage and that annoying jump drive mechanic? Only any good for Ion weapons, really.
New dev build includes (bugged) lighting system changes (Is supposed to fix weird shading on non-cube blocks, but also accidentally turned all wedges red) and a main menu.New dev build is up. Download size is slightly smaller. Optimization and file clean up maybe?