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Weapons :P

Any idea's for Pulsar ? , post em here and Dziku might consider it

Weapons :P

Postby Paul on Sun Jul 13, 2008 9:54 pm

Ok been thinking about Weaponry, and have afew idea's :)

Chain Laser
Similar to the PHALANX chainguns used on Warships to shootdown incoming missiles . This version unleases a storm of laser bolts to try intercept incoming Fighters or Weaponry ( Such as Missiles or Torpedos, tho it might be possible to hit more :) ) . The weapon cant target ships and is a pure defensive weapon ment to cut damages, Energy type weapons are uneffected

Defensive Missile Battery ( DMB )
These Missiles will target incoming Missiles and Fighters, they are highly accurate however suffer from ammo issues . Each Battery only contains 8 Missiles and these will not last long 8) . Again they cant hit Ships however the Missiles can intercept Energy weaponry and disrupt the blast ( Detonating it early ) .

Charger Cannon
The Charger is an offensive Anti Armor cannon, it fires a armored warhead at incredable speed that the shell will punch into the armor before detonating . While this weapon is handy and deals great damage against Armor it is weak against Shields and also has a slow recharge rate due to the cannons cooldown ( Eachshot creates a massive heat build up in the cannon and the cannon can explode if over heated, thus a cooldown is required ) . The Charger is feared for its brutal effectivness, Battleships have been warned about this threat and about its reputation
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Postby gecco on Sun Jul 13, 2008 10:07 pm

AA (Auto Adapting) Smart Bomb
High explosive bomb jettisoned from a tube that explodes close to or on enemy ship. Mostly used for AStr or fast moving, poorly armored ships. Large blast radius is self detonated by sensors on bomb, but will also detonate on friendly ships.

AI Creeper
Small drone launched like a missile that latches onto ship and begins dismantling weaponry, engines, radar, ect... (Does not stay on for long, poorly energized for a lower cost)

MAC Cannon
Extremely high powered buy slow firing with long range cannon. Weapon would be for a 1-3 time use in a combat situation. Can only be operated by larger ships and due to immense power, a misfire would be catastrophic to the using ship.
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Postby Inverted on Tue Jul 15, 2008 11:16 am

Instead of concrete ideas, a weapon system idea.

How about finally utilizing the weapon classes that omri had with a little change. All weapons can have two classes:
1) Weapon Type: which is the... weapon type, self-explanatory. Such as laser, plasma, mass driver, bio, explosive, etc. Basically the damage type.
2) Operation Type: which determines the way it is utilized. Examples are pulse, repeater, charged, etc. Also missile and torpedo are the extra types.

Obviously not all combinations make sense, like "laser torpedo", but thats why weapons are pre-made.

What they do is determine certain properties of the weapon. Examples:
Weapon Type determines accuracy, damage and range.
laser = extreme accuracy (as it instant hits target) but low damage, high range
plasma = normal accuracy, high damage but low range
mass driver = normal accuracy, med damage average range
etc.
Then:
Operation Type determines fire rate and modifies accuracy and damage. Has no effect on range.
pulse = med accuracy, normal damage, med rate
repeater = low accuracy, low damage, high rate
charged = normal accuracy, high damage, low rate
etc.
missile and torpedo are special categories with varying modifiers.

The system is especially good if I understood it right that there will be talents. Then there can be talents that give you extra damage to laser weaponry, or higher accuracy with repeaters, etc.

But the thing is that this system would be a huge help to come up with weapons that are easy to think up (by Dziku) and understand (by players). All you need is to set up the system then start pairing them. Obviously the final factor is the weapon size for all of them, so you can make multiple plasma repeater guns for example.
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