Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/23/24 +20.7 Hours

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Weapons that damage specific systems
 Author Weapons that damage specific systems
Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-05-17 03:13   
It would be interesting if instead of generalist anti-system devices we had weapons that specifically target a system type. Or maybe weapons that have specific system type damage as a side effect (but some other drawback, such as bad tracking or low damage.) The closest to this currently is the ELF beam.

Basically, more weapons with 'special effects'.

Items like...

A beam/wave designed to overload and burn-out sensors and electronics. (through protection?)

A missile that projects a field that prevents torpedoes from forming correctly, knocking torpedoes offline for about 5-6 seconds.

A similar weapon that scrambles targeting electronics on missile launchers, knocking them offline for about 5-6 seconds.

A 'shockwave' weapon' that destroys the control systems of drone units, knocking drones offline for about 15 seconds.

A virus weapon that causes someone's interface to fritz out for a few seconds. (Possible? Dunno.) Otherwise, a weapon that interferes with target locking systems, basically making all sensor diamonds (for an affected ship) disappear for about a second, with loss of taget lock.

A weapon that destroys ammunition?

Other neat stuff.

Those are just top-of-the-head examples. None of those things would have to be considered.

Basically, just want more 'special' weapons.
_________________


ShadowWarrior [**]
Vice Admiral

Joined: June 16, 2002
Posts: 31
Posted: 2003-05-17 07:39   
Quote:

On 2003-05-17 03:13, Formidable Flip-flops wrote:

A weapon that destroys ammunition?




On that note it would be cool if when weapons were destroyed, their ammo exploded.
_________________


Deleted
Vice Admiral

Joined:
Posts: 0
Posted: 2003-05-17 12:09   
that would mean one weapon dead, kabooom. u be goner.

_________________


Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-05-17 17:16   
The ammo wouldn't necessarily damage the ship. But...hmmm....
_________________


Page created in 0.006965 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR