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Re: New Weapon Concepts
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.
Slick. |
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Probably the research cost before you can build the component would be prohibitive, and the actual component cost would be very high too. The facility route, while long and painful would potentially quicker in the short term.
I would like to suggest that the component should look like the giant vacuum cleaner from "Spaceballs" -jimbob |
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Pleasure weapons - weapons that cause paroxysms of ecstasy in their targets. A couple shots and they don't want to fight anymore. Who said that the goal of war is not to kill the enemy, but to remove the will to fight?
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"We can throw rocks." Mike the Computer from the "Moon is a Harsh Mistress" |
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Vampire beam: it reduces the supply of the targeted ship and adds this supply to the attacking ship. However this is useful only in the early game until quantum reactors are used.
Freeze torpedo: immobilizes target for the time of that combat (without destroying the engines). Genesis device (as mentioned in the corresponding topic): first destroys everything in a system but then creates a random standard system. |
Re: New Weapon Concepts
What about illusion component? Makes the fleet twice or several times (depending upon level) as big for the enemy to see. Scary! http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
Ships may pop as baloons of course but anyway... http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Re: New Weapon Concepts
Chameleon device (Existed in a add-on for VGA planets).
Makes your ship appear as anothjer ship, of another race. So you can make your transports seem to be a battleship from another neighbour. Or make your battleship look like a colonizer! Nasty surprise when they attack it with an escort! |
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I'd like to see more "random events" Optional ofcourse. Such as space creatures, dimensional rifts (Duplicating your ship, destyroying them, converting the crew to another race(Giving it to another player), transforming the ship to another ship, etc), Aliens that infects colonizers (Was in another add-on in VGA planets, that was really scary:
When you colonized a planet with aliens on it infected the population and took over the ship, sending it to other planets where it infected the population. In one game all players had to band together and end all wars just to kill off all aliens!!) |
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Slick. |
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Ruatha: VGA Planets? What's that?
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VGA Planets is one of the grandfathers of 4X gaming. It looks like MOO IMHO.
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1 1 1 50 40 30 20 10 0 ... SE IV interprets the first 0 in the series as "out of range". |
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It's a PBEM game, stopped playing it when I found SE4. |
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VGA planets is possibly the longest played, most detailed space 4x game out there. it is actually too detailed for me, which would not be bad, if it had a better UI.
SJ had a cool idea for a new weapon: biochemical missiles and torps. add boarding defense to crew, brige, and boarding parties. make a weapon that targets 'security stations only.' And thats it. there you go. cheer. |
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Lesser research, lesser components and far lesser facilities than SE4. All the add-ons complicated things as you had to remember different "friendly codes" for ex NUK, HYP etc (I guess we were up to well over 100 different codes), [ January 08, 2003, 22:55: Message edited by: Ruatha ] |
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The weapon won't fire at those ranges, but will fire normally if you step back into firing range http://forum.shrapnelgames.com/images/icons/icon7.gif An interesting possibility is point defense that has an extreme case of myopia, as Slick put it http://forum.shrapnelgames.com/images/icons/icon7.gif If point defense cannons could only fire at range 8, say, then missiles could be more dangerous either by closing range with the enemy to get under their PD cover, or by getting fewer shots at the missiles. Fighters would be pretty effective too, so perhaps small point-defense-like guns with accuracy bonus, but no opportunity fire (point defense ability) to fend them off. |
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How about the Pickpocket Scanner from Stars? Lets you steal enemy ships' cargo! http://forum.shrapnelgames.com/images/icons/icon10.gif
Or a Polymorph Beam - changes the target into a random object of the same general size? (Or maybe into a harmless object like Inner Space's Wildcard Defense) What about area of effect weapons? Would make fleet formation much more important - do you group your fleets tightly to get a quick kill or do you spread out to avoid heavy bombardment missiles? How about bombs that reduce a planet's value or population/cargo capacity? Stars also had a device that reduced the speed of all ships in combat by 1/2 square... that shouldn't be too hard to implement in SE4 or SE5... In a similar vein, MOO2 had a device that reduced all fleets passing near a system to warp 1... maybe there could be a facility and/or component like that in SE5... Interdictor Cruiser anyone? http://forum.shrapnelgames.com/images/icons/icon10.gif How about weapons that instead of disrupting the enemy's reload time, merely make it harder for him to hit for a while? (Or target specific sensors... how about a generic "Targets these component families" ability?) In the same line of thought as area effect weapons, streaming weapons - weapons that can destroy many ships in a straight line or wedge! |
New Weapon Concepts
1. Phoenix Device
Destroys the star/planets/warp points within a system. Effectively cutting that system off from the rest of the galaxy. A dooms day device. Prevents WP establishment to the system for a period of 25 turns. 2. Planet Driver Weapon that irradiates a planet making it uninhabitable for 20 turns. 3. Hell Fire Weapon that destroys the atmosphere of a planet rendering it a barren moon. |
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Chaos Cannon: Boltweapon that has unknown damage on a cartain range. E.G. The weapon works via a equation taking in account the amount of ships and the distance from them. Sort of like the Myrionic Carbonizer form Ascendancy.
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POSSIBLE THINGS
a weapon that causes illusions all over the planet, causein the population to go mad, and start a revolution ANARCHY!(basically a wep that does no damage, but instead, royally pisses off the planet it was used on, causing it to revolt if hit enough times). A weapon that does damage only at very long range. basically a sniper rifle of sorts. IMpossible things Two ships tearing one ship in half by tractor beams applies at opposite ends. A Repulsor that can fling ships into eachother causing damage. A shield beam, that is fired at allies to recharge their shields. |
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Missle Pods. Something similar to what was mentioned in the Honor Harrington mod a few months back, the pod would fire its missles, and then the missle launchers on the pods would destroy themself (one time use). A ship, such as a dreadnaut, could hold lets say 10 pods. Once the ship gets into range of the missle, it would deploy the pods on turn 1, on turn 2 the pods would launch the missle, on turn 3 the missles would actually start moving.
If each pod held 5 missle, it would give an opening salvo 50 missles!! However it would only be one salvo, after those missles have fired the pods would be useless. And of course those pods would take up alot of mass, so only the bigger ships could mount enouph to make it practicle, and then only with seriouse cutbacks in normal weponry. Imagine a fleet of 10 pod dreadnaughts, they would have a single salvo of 500 missles. Ouch. But of course somthing would have to be made to counteract this, not sure what though. [ January 09, 2003, 04:12: Message edited by: CaptRR ] |
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The only weapon i would like to see is Stasis Trap. Make it 30 ROF weapon and whatever, but i WANT that.
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hey ed, Last time i checked it was Stars! not Stars? http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/shock.gif
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A reflective shield that causes enemies' attacks to reflect back at them and damage them instead.
A corrosion attack that continues to do damage for several rounds after hitting. |
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Similar to the reflective shield, I would add a new computer attack that causes enemies to target ships in their own fleet. It would be fun watching an enemy fleet basically attack itself in tactical combat!
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Is it possible to make a weapon mount that increases the rate of fire? I don't have the txt files here in front of me or I'd check. Like a 'gatling mount', or some such.
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That would be an interesting computer virus. Similar to the Allegiance Subverter but perhaps a more advanced weapon in the Computer Combat line.
This weapon could turn a ship to fire on its allies. Unlike the Subverter, the effect would be temporary, say one or two rounds of tactical combat. I would say one round, but the results would be startling. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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The weapon won't fire at those ranges, but will fire normally if you step back into firing range http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Does having 0's cause any troubles in Strategic combat? [ January 09, 2003, 19:35: Message edited by: spoon ] |
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How about an armor/weapon combo that absorbs an attack and then uses the energy to fire back at the enemy? Sort of like the "Mauler" weapon from SFB coupled with the energy absorbers used by Andromedans in SFB.
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here's one for you - think UT2K3... ok now that I've totally blown your brains out (what is he doing talking about a FPS on a TBS forum?!?), picture the Link Gun - fire it at an enemy, it does say 20 damage, fire it at a friend who is simultaneously firing it at an enemy, it powers up your friend's shot and the enemy takes say 100 damage! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: New Weapon Concepts
[quote]Originally posted by Ed Kolis:
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The possibilities are endless. http://forum.shrapnelgames.com/images/icons/icon6.gif |
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Flakmonkey!!
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I' d like to see the tractor/ repulsor beams used to throw ships at other ships, causing ramming damage.
*dogscoff takes two enemy frigates and bashes their heads together... |
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I would like an weapon that an engine can do...like create a Gaseous Anamoly http://forum.shrapnelgames.com/images/icons/icon7.gif
Heheh Watch the rear of my ship! http://forum.shrapnelgames.com/images/icons/tongue.gif |
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A weapon that mothballs the ship it hits.
A weapon that randomly changes components on a ship. A PDC destroying weapon http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Roe vs. Wade Motion Gun - Reduces population growth on a planet by 50% - unless the target population is Deeply Religious http://forum.shrapnelgames.com/images/icons/icon10.gif
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Ugh, thats bad http://forum.shrapnelgames.com/images/icons/icon7.gif
But weapons that only damage population growth/happiness/etc. would be another cool idea. Do they have supply deleting weapons? Someone may have already mentioned that... |
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Binary Death Ray: Forces target ship with master computer to load Microsoft Windows Millenium Edition (aka Windows 4000). Computer then must spend 30 months waiting on hold for Microsoft Tech Support to fix the battered computer. Computer Combat 11 + Applied Intelligence 5 Installs Outlook Express onto the target Emporer's computer, causing him to occasionally miss a turn while rebooting his system after firing an email off to his ministers. Exposes said empire to further computer attacks due to security vulnerabilities. On a more serious note. Boarding pods. Is it possible to put boarding parties on a drone and use it to capture ships? A more effective Version of the tachyon thingies. Weapons that eat ship supplies (the targets not yours) Weapons that steal ship supplies (allowing for space parasite ships) Weapons (well, devices) that effect the combat environment, kinda like the Stellar Manip 1 stuff, but during combat only (that is, temporary) and without taking up so much space and costing so damn much. Weapons to kill ship crews. |
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