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New Wep Ideas |
Xydes Grand Admiral
Joined: August 07, 2009 Posts: 276 From: England
| Posted: 2009-12-26 06:31  
I've just been doing some thinking, new wep ideas. They may sound silly but it was just to past the time.
Kluth Weps
-Boar Missles: Missles that eat away at the armour.
Thats the only one that comes to mind.
ICC Weps
-Desolation Pulse: Shuts downs all systems in the surrounding area of 600 gus for 20 secs.
-Flak Cannon: This is defensive weponary designed by the UGTO but stolen by the ICC. This weapon desiceves missles and fighters.
-UGTO Weps
-Flak Cannon: has already been covered.
-Emp Laser: Shuts down a random sub-system of the target. Lasts till ship has been put into an Sy.
-Heat Seekers: This weaponary is designed to counter the K'luth cloack. Locks on to the heat signitures of the target. Deals alot of damage.
Please tell me what you think of these ideas and send some ideas of your own.
-Dark Valkaryie
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2009-12-26 06:58  
Dictor wave - works like a pulse wave, but flashes every drive in a certain whatever radius.
AOE EMP - Torpedoe based weapon used similar to how a depth charge is used. Best vs heavy ecm 'd ships and cloaked ships. Can be manually deted. (probably should make it a det-to-use only weapon)Sends out a wave of emp that will damage components on hull-exposed ships, and pings better than eccm. Medium cooldown.
CMW- Counter-Measure Warhead: A small, fast missle that tracks incoming missles and destroys them. Can also be used as point defense vs bombs. If dumb fired, seeks the nearest red target. Not powerful, but can do some damage to enemy ships. Would recommend having them in racks that multifire like Shredders do.
Not sure how to write this one. Its sorta gadget based.
We have 3 types of stations. If you made each represent a different tech level, then you could allow stations that have specific amounts of resources to be used as modding stations for allied ships. This to me is part of the role of a station, and it is missing.
Example:
Colony, Kluth's highest station, can be used to mad weapons that require the highest tech, so long as they have the required resources in their hold.
A Hive is the lowest station. It represents a tech level of, say, up to 30. So long as it has required resources in it's hold it can allow an ally to mod out anything tech 30 and under.
Would that require a gadget? I dunno. I'd love to see this, but I dont think it would happen.
Thats what I got
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-12-26 10:13  
I've been dabbling with "team buff" devices for some time, eitherway here are some potential gadgets:
ICC Fire Control Computer (Passive):
Increases turn rate and speed of missiles for five friendly ships. Increases signature of all ships in a 1250 gu radius by 2.5.
UGTO Armor Polarization Module (Active):
Increases resistance to energy and kinetic weapons with a small increase in regeneration for all ships. Small EMP damage to all ships in 1000gu radius and 15% bonus to flux weapons. Duration of 30 seconds.
K'luth Psiwave Suppressor (Passive):
Negates signature penalty on all weapons for up to two friendly ships. Lowers signature of all ships in 150 gu radius by 12.
As for weapons (ranges from level 0):
ICC "Swarm" Missile: Heavy rack mount
16 missiles with a warhead slightly lower than an IT with auto targeting. Speed is equivalent to an AR missile with greater turnrate. Requires a Fire Control Computer. Range:1600gu
(50gu/level)
ICC "Brute" Missile: Core Weapon
Equivalent of a PCM with an larger warhead, no tracking, and double the speed. Range:2200gu (75gu/level)
UGTO Electrostatic Catalyst Beam: Medium Beam
Beam with large bonus against armor, no hull damage. Range: 200gu
UGTO Heavy Flux Beam: Core weapon
A modified HCL that wraps around an enhanced flux beam. Requires Polarization Module. Range: 300gu with no falloff for the EMP damage.
K'luth Tracking Bug: Beacon mount
Pulses location for 1 second of any enemy ship after 2 minutes or until "detonated." Only one can be attached to any ship, one bug is one use. Range: 500gu Movement is similar to a beacons.
K'luth "Phermone" thingamahoozit: Core Weapon
Equivalent of an SI with a Three minute cooldown. Damage is half that of a SI. Once hit by a Phermone, friendly ships with have a 10% damage bonus against the target ship. Missiles will recieve a 20% speed bonus. Effect lasts 15 seconds. One per ship, projectile must hit to work.
Not likely to work on any of them soon,
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Xydes Grand Admiral
Joined: August 07, 2009 Posts: 276 From: England
| Posted: 2009-12-26 11:00  
Theses ideas sound quite good. I got some more
-K'luth
-Variation on the Heavy Flux Cannon.
-Heavy Assault Disruptor: thing is about this the Assault Disruptor is a "heavy" version of the Disruptor. So not likely to happen.
-UGTO
-Automated Armour Repair Drone or AARD: A small repair drone unique to the Human factions. Repairs armour. Can only be used while not in battle.
-ICC
-ECM Missle: The name says what it can do. It is an Ion Tracking missle (Therefor a variation on the IT missle, should be called the EIT Missle) meaning it locks on to the Ion Wake trail of a ship. Cannot be detected by Scanner but can be counter"acted" by ECCM.
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S_T_A_T_I_C Admiral
Joined: August 31, 2003 Posts: 45 From: London
| Posted: 2009-12-26 12:14  
I dont think Flak would work too well in space.
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SpaceGK Marshal *Renegade Space Marines*
Joined: July 26, 2009 Posts: 323 From: Ontario, Canada
| Posted: 2009-12-26 15:23  
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On 2009-12-26 06:31, *-Dark Valkaryie-* wrote:
-Heat Seekers: This weaponary is designed to counter the K'luth cloack. Locks on to the heat signitures of the target. Deals alot of damage.
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one problem comes to mind with this. u coldnt lock onto the cloaked luth ship in the first place. but maybe u were thinking of missles that would keep tracking after the luth ship cloaked...but arnt IT's heat seaking?
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2009-12-27 03:18  
wow.. how about a no on all those ideas.
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Fatal Rocko Willis Fleet Admiral Fatal Squadron
Joined: March 01, 2003 Posts: 1336 From: Kentucky
| Posted: 2009-12-27 04:05  
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On 2009-12-26 15:23, spacegatekid08 wrote:
but arnt IT's heat seaking?
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No IT's home onthe Ion Exhaust.. Ship cloaks ..no more exhaust trail
AR home on the radar emmisions of a ship...
In theroy at least...
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2009-12-27 04:11  
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On 2009-12-27 03:18, Fatal Borgie wrote:
wow.. how about a no on all those ideas.
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You cant possibly be comfortable being out from under that rock. Shouldnt you be crawling back under it?
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Starcommander Marshal
Joined: December 14, 2005 Posts: 579 From: In your base, stealing your cookies
| Posted: 2009-12-27 05:59  
Heres a few variations on the core weps.
ICC:
Ion Beam (IB): Made primarily for the Assault class ship this beam weapon is made to punch holes through ships in one devastating hit. (Personally when the Ion Cannon comes to mind I always thought of C&C's GDI Ion Cannon). Drawback is the power needed for the gun to fire in the first place and with shields and other systems to run its a risky weapon for an ICC commander to take. A replacement for the ion cannon slot. Damage is the same as the QST at point blank range. Range 1000gu with damage increasing the closer the target gets. Large energy consumption with a 30 second cooldown (in combat thats quite a long time). Damage bonus vs Hull
Kluth:
Stealler Torpedo (ST): The same technology thats been used in the SI has been applied now to a torp. Its much shorter ranged then its predecessor but packs a much more powerful punch. However the drawback to it is the splash damage it has and it is to be used with extrema caution. As the splash in close combat can hurt the Kluth ship more then its target keep at least 100gu away from the target to not get hit. Range 400gu, Damage dubble that of the SI, Cooldown 15 seconds, 40 shots. Speed of shot same as Anti Matter Torpedo. Damage bonus vs armor.
UGTO:
Quantum Singularity cannon (QSC): Based on the QST this gun has been made to match that of the ICC's Ion Cannon. Its damage is less then the original, for the shot is much smaller. Damage, same as the IC (per a shot), Range 1800gu, Ammo 50, Fires 2 shots, speed same as PC.
These weps would be meant to be used with there counterparts for maximum coverage. Since for Kluth the SI is good vs hull the torp version would be good to have to help punch through the armor. For ICC the IC and IB combo, and UGTO just needs something that has good damage with no falloff at long range as an answer to the ICC's dominance on range. All of these help in small ways to cover what the one factions lacking vs the other. Just like how ICC is completely pwnzor on range but the AD is there one close combat ship, these weps help the rest of the ships in small ways.
Figured to use the tech that each faction specializes in as a base for the weapons. All of these are meant to be swappable with the Core wep slot. All weps are Tech 100, with 10k res cost. These weps shouldn't be hard to implement as there animations would be already in the game. For ICC just a blue HCL beam. For UGTO the IC animation but white instead. For Kluth the AM torp but Red.
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2009-12-27 11:24  
11:27:45 darthbob4: "Cover ur ship with mirrors"
11:30:56 Doran: "there's an idea, 100% protection against beam weapons, but you take 100% damage from kenetic"
11:32:13 Doran: "maybe as an enhancement.."
11:32:25 Doran: "Adv. Armor Polish"
11:32:32 Doran: "Improved Mirror Coating"
11:32:55 Doran: "Minor Honey Baked Glaze"
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Crim Fleet Admiral Sundered Weimeriners
Joined: March 16, 2003 Posts: 1336
| Posted: 2009-12-27 12:26  
I love you Doran.
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2009-12-27 15:55  
ideas from me:
High-Velocity Magnets(ICC)
increases velocity and hitting power of railgun shots by a extreme margin, but due to the complexity of the system limited to only 2 shots(overall if both hit more power then a norm Railgun)
Energy Redirect Circuits(ICC)
re-directs power that would be used for shielding into the recharging systems of the shields. when engaged, it sucks in enemy fire, giving armour a 50% less resistance to all types of damage.(basicaly so when your sitting out in deep-space you can charge em quickly)
Emergency Chemical overdrive(UGTO+ICC)
Fires a chem laser with extra destructive fluids that cause 150% damage but send the beam's health to 10% as if it had been hit by a EMP weapon
Cannabalistic engine booster(K'luth)
When activated, slowly eats away the hull of the ship, giving a 50% speed bonus, but cannot, cloak, fire, or use AHR while on. also decreases armour effectiveness against all damage types by 20% while on
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Xydes Grand Admiral
Joined: August 07, 2009 Posts: 276 From: England
| Posted: 2009-12-27 16:05  
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On 2009-12-26 15:23, spacegatekid08 wrote:
Quote:
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On 2009-12-26 06:31, *-Dark Valkaryie-* wrote:
-Heat Seekers: This weaponary is designed to counter the K'luth cloack. Locks on to the heat signitures of the target. Deals alot of damage.
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one problem comes to mind with this. u coldnt lock onto the cloaked luth ship in the first place. but maybe u were thinking of missles that would keep tracking after the luth ship cloaked...but arnt IT's heat seaking?
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No IT arnt Heat Seakers, they are Ion Trackers.
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2009-12-27 18:12  
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On 2009-12-27 11:24, Doran wrote:
11:27:45 darthbob4: "Cover ur ship with mirrors"
11:30:56 Doran: "there's an idea, 100% protection against beam weapons, but you take 100% damage from kenetic"
11:32:13 Doran: "maybe as an enhancement.."
11:32:25 Doran: "Adv. Armor Polish"
11:32:32 Doran: "Improved Mirror Coating"
11:32:55 Doran: "Minor Honey Baked Glaze"
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Candy Apple Overcoat, like on a car
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