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Energy Explosion Torpedos |
Abandoned Ships[AS] Cadet
Joined: December 21, 2004 Posts: 46
| Posted: 2007-02-07 15:45  
I think that you should incorperate energy-based torpedos which have a very very long range so long that all targets that are at a range of 249 are safe from these energy torpedos. They gain more strength as they fly.
If it manages to hit a target that is 1500gu away from launch point destroys anything below dessie class. Also it has a massive area of splash damage as the concentrated energy bursts out finishing off the damage done to impact.
They are not fit for close-combat as they would not be able to collect momentun to do serious damage the explosion does an extra 1/2 of damage dealt by the impact.
Also it has a lvast supply and can be set to do 2x shots 3x shots 4x shots and 5x shots but only dispersing its maximum damage across the other energy torps that are launched.
It can be upgraded 14 times. However the price to upgrade it increases by 4x the previous upgrade price making it somewhat hard to upgrade. The upgrade increases it's speed, impact damage, range, and energy required to reload with a 10% more rate of energy consumption.
It's cool but also it can be overloaded to increase it's damage with a chance that it may just blow up the component and detonate the energy torp within the ship causing more damage than the usual amount at that range. The chance of this actually happening depends on how much energy that the ship has left. It uses up all the available energy to increase the energy in the torp. Then there's the chance that it may not explode which decreases as the energy that the ship has is used in it.
It causes 80% of hull, armor, and shields to be wasted no matter how tough the armor and shields are. This only happens if it the torp and component explodes. All systems, and components will take 100% damage not including the shields and the armor.
The torpedo launcher takes up one or more space for it's other parts depending on the ship's size. As soon as the first ship loads and fits it then it will stay the same size even if it is transferred to another ship.
The torp launcher's size affects the damage that it can do by 50%. The torp destroys a ship that is 2 sizes smaller than the ship that's carrying it.
I don't know if it's a good or bad idea but it does have a limited tracking ability.
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Peter Wiggin Midshipman
Joined: November 10, 2005 Posts: 636
| Posted: 2007-02-07 16:07  
This sounds a lot like the current QST/ION
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2007-02-07 17:13  
Your Vore, arent you..
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Lyedtau Admiral
Joined: January 18, 2007 Posts: 147 From: Dev land
| Posted: 2007-02-07 18:53  
This is an exact copy of the QST, only your version has much shorter range, and more damage.
[ This Message was edited by: Lyedtau on 2007-02-07 18:53 ]
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2007-02-08 01:33  
The one potential problem I see would be that slow targets like stations would be really vulnerable to these and also small ships like destroyers could pack a bigg punch. Which is opposite of the last 1.484 beta configuration.
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2007-02-08 06:44  
Uber weapons = BAD BAD BAD BAD. On any ship. Whether its a Station or Scout.
Ill say here Im against any sort of weapon that can one hit anything. Period.
-Ent
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Destroh Phaytus Grand Admiral
Joined: August 28, 2006 Posts: 74 From: There.....RIGHT THERE!!!!
| Posted: 2007-02-08 13:22  
What if it could only be equipped on a heavy launcher slot? then it could only be used by cruisers and up...
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Light-of-Aurora Grand Admiral
Joined: December 01, 2003 Posts: 602 From: NJ, USA
| Posted: 2007-02-09 06:22  
I personally think the game would be ruined with so many ships with uber-powered weapons.
Maybe if its accuracy was ridiculously bad..
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Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2007-02-10 02:48  
how about we just keep the QST - IC - SI and not add another superweapon? that would be better...
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2007-02-10 13:24  
How bout we get rid of supoerweapons all together? =)
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Lyedtau Admiral
Joined: January 18, 2007 Posts: 147 From: Dev land
| Posted: 2007-02-12 11:22  
Quote:
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On 2007-02-10 13:24, |$in| wrote:
How bout we get rid of supoerweapons all together? =)
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I think you'll find they're pretty much non-existant on all ships, except for the battle-class stations in 1.484
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2007-02-12 13:43  
will those have 1, or still have 3...
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2007-02-13 04:21  
It'd be rather nice to see them gone ltogether.
-Ent
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2007-02-13 08:38  
id like battle stations having 1 (just one) core weapon
and a slight decrease to the IC
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2007-02-14 16:41  
It is likely that the Battle class stations will retain three core weapons, but with significantly reduced stats and AoE effects.
It is still in debate as to whether they core weapons will be removed from the EAD and the AD, this depends a lot on how they test under the new beta conditions. If we decide to remove them, it is possible that only the AD and EAD will be effected - the Mandible is likely to retain the SI to help maintain a sense of individuality between the factions.
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DarkSpace Developer - Retired
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