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-   -   Ideas for new weapons (http://forum.shrapnelgames.com/showthread.php?t=3762)

thorfrog July 30th, 2001 07:41 PM

Ideas for new weapons
 
Here are some of my iseas for new weapons & components to be added. Some you could develope early in the game. They start off small and weak but can be heavily modified.

1. Rail Guns-Heavy punch, limited ammo
2. Basic Laser Guns-cheap, small,multiple configurations.
3. Mass Drivers-planetary seige guns. Used as long range bombs. Very large and powerful.
4. Battle Pods- Adds extra space to ship.
5. MIRV Missiles-Multiple warheads
6. Improved Wave Motion Gun- Extremely large wide area effecting gun. Only used once per battle. Range 10 area effected 3 squares.

Matryx July 30th, 2001 08:08 PM

Re: Ideas for new weapons
 
About the improved wave motion guns... I don't think it's possible to have "area effect" weapons in SE4

------------------
The Unofficial Space Empires 4 Mod Utility V1.6
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Download as a .ZIP <HERE>
Download as a .RAR <HERE>
Download as a .ACE <HERE>

Check a Screenshot of it<HERE>

Puke July 30th, 2001 08:46 PM

Re: Ideas for new weapons
 
I dont think the MIRVs would be "re-entry vehicles" unless you wanted to have a planet shoot at its self like we do. The 'Multiple impact" bit would probably hold true, but im not sure how to mod it.

for the area of effect thing, you cant really have it impact 3 squares, but you can give it a to hit bonus that would reflect its wider area of effect and ability to hit everything in ONE square.

Sinapus July 30th, 2001 08:49 PM

Re: Ideas for new weapons
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by atomannj:

3. Mass Drivers-planetary seige guns. Used as long range bombs. Very large and powerful.
4. Battle Pods- Adds extra space to ship.
5. MIRV Missiles-Multiple warheads
6. Improved Wave Motion Gun- Extremely large wide area effecting gun. Only used once per battle. Range 10 area effected 3 squares.
<HR></BLOCKQUOTE>

Looks like some weapons from MOO2. Except for the WMG, which is from anime and mass drivers, which is from Babylon-5. ["...we have treaties!" "EENK on a PAGE!"]


thorfrog July 30th, 2001 09:34 PM

Re: Ideas for new weapons
 
Yep, alot of ideas from Scifi or animi. I think earlier low tech weapon would really make a difference in variety.

Rail Guns - Range 15, dam 30, reload 3 turns, make them large and bulky. Good for artillary type strikes.

MIRVs- Multiple warheads in one missile. Probably work best in a drone when available. Not sure how to implement. Maybe just make smaller ship missiles with lighter warheads. So you can now just launch swarm attacks.

Laser Batteries-range 3, dam 15 small ton, Lot of small beam weapons.

Mass Drivers- range 8, dam 200, bulky weapon for only large capital ships, like a combination radiation/napalm bomb. Your throwing astroids at planets.

I'll try experimenting with modification.

thorfrog July 30th, 2001 09:34 PM

Re: Ideas for new weapons
 
Any more weapon ideas?

[This message has been edited by atomannj (edited 30 July 2001).]

Taqwus July 30th, 2001 11:14 PM

Re: Ideas for new weapons
 
Some ideas (that would require engine modding...) --

* Sensor burn effects; for instance, a weapon designed specifically to overload EM-type sensors. Might be useful for a mine warhead or a nasty ambush satellite.

* Anti-ship cannons with the point-defense (IOW, automatic firing) ability.

* An improved solar sail that also functions as a low-power, no-supply-cost weapon.

* Small, fast one-shot (30 turn reload) missile racks for ships. Maybe even counting as armor, as well (external variant) -- have several for an opening salvo, say.


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-- The thing that goes bump in the night

Phoenix-D July 31st, 2001 12:20 AM

Re: Ideas for new weapons
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Taqwus:
Some ideas (that would require engine modding...) --

* Sensor burn effects; for instance, a weapon designed specifically to overload EM-type sensors. Might be useful for a mine warhead or a nasty ambush satellite.<HR></BLOCKQUOTE>

That would require engine changes, correct.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>* Anti-ship cannons with the point-defense (IOW, automatic firing) ability.<HR></BLOCKQUOTE>May or may not work without changes.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>* An improved solar sail that also functions as a low-power, no-supply-cost weapon.<HR></BLOCKQUOTE>Easy.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>* Small, fast one-shot (30 turn reload) missile racks for ships. Maybe even counting as armor, as well (external variant) -- have several for an opening salvo, say.<HR></BLOCKQUOTE>Already done, check the devnull mod I think.

Phoenix-D


capnq July 31st, 2001 02:31 AM

Re: Ideas for new weapons
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>An improved solar sail that also functions as a low-power, no-supply-cost weapon.<HR></BLOCKQUOTE>I'm having a hard time thinking of a way to use a solar sail as a weapon. What are you imagining this to do?

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Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Puke July 31st, 2001 03:04 AM

Re: Ideas for new weapons
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by capnq:
Quote:

An improved solar sail that also functions as a low-power, no-supply-cost weapon.<HR></BLOCKQUOTE>I'm having a hard time thinking of a way to use a solar sail as a weapon. What are you imagining this to do?

streach it between two ships, spin it untill it is twisted into a tight 'rat-tail' and snap it at your target at near-realativistic speeds.



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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)


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