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  #1  
Old April 14th, 2003, 12:31 PM
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Atrocities Atrocities is offline
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Default New Weapons

What this game needs are more weapons.

Along that line I have decided to make the Big F***ing Gun, or BFG. This weapon will be housed on the largest vessel ever conceived in SEIV, the Doom Star.

Additional weapons:

Spinfuser - Fires an energy disk at great speed and accuracy. Long Range Weapon. (LRW)
GodHammer - LRW - Powerful missles that PDF can not stop. Expensive and have a longer reload time.
Arbitor - SRW (Short Range Weapon) Energy beam weapon that targets other weapons.

Thoughts? Other weapons?

[ April 14, 2003, 11:34: Message edited by: Atrocities ]
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Old April 15th, 2003, 01:26 AM
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Default Re: New Weapons

hmm, Big Furry Gun?

[ April 14, 2003, 15:03: Message edited by: Rollo ]
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Old April 15th, 2003, 01:35 AM

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Default Re: New Weapons

Puke's weapon.... The SCI-FI Cannon...
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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Old April 15th, 2003, 01:37 AM

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Default Re: New Weapons

Long Range, Cheap, Small, and Weak beam for early game. It Would cost a lot in research on its own tech tree. The trade off being you could research 2 or 3 other cheaper techs to start with or this one.
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Old April 15th, 2003, 01:40 AM
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Default Re: New Weapons

Hum what to name them? Hyper BLasters?
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Old April 14th, 2003, 02:05 PM

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Default Re: New Weapons

"Swarmers": missiles that can only attack fighters. The idea is that these missiles are small, highly maneuverable craft that can actually catch a fighter and detonate in just the right place to take the little bugger out. Perhaps targeting only fighter engines. Would it be possible to make missiles fire like PDC?

"Longboats": fighters weapons-like components that allow them to carry marines. Each fighter would have an almost insignificant amount of boarding party, but in large numbers they should be able to whittle-down opposing craft. Does the game track the loss in security stations from boarding attempt to boarding attempt? Or does it just reset all numbers to their max?

"Infestation": an Organic Version of the Allegiance Converter that has the unfortunate side effect of doing significant damage to the targeted vessel, as the cancer-like projectile tears through the ship. Would it even be possible to have an allegiance converter that also does damage?

"EMP" Missiles: missiles that target the Master Control Computer. Just a longer range Version of the Computer Virus that also happens to be counterable by PDC.

"EMP" Rockets: fighter borne Computer Viruses, also counterable by PDC.

Is there any way to target cargo? There should be.

"Monkey-Wrenchers": fighter-borne little guys in suits with tools. Fighters carry these little jerks over to enemy ships, let them loose, and they go after ship engines. In mechanical terms they would be once-per-combat use missiles with really low speed. Not sure what their range should be. It might be amusing to have slow missiles with just about infinite range following your ships around, intent on destroying your engines, long after the rest of combat has been resolved; picture them with teeth and high-pitched voices. You would only need to avoid them for thirty turns...

"Damn": a great Religious curse that requires the sacrifice of large amounts of .. stuff... but does immense amounts of damage. It would be a once-per-combat, heavy damage, long range weapon that used up _huge_ amounts of supplies (that's the sacrifice).

"Shove": super cheap, super small repulser beams that can only target seekers, fighters, and maybe drones. They have short-to-middling range (six, maybe), but push about twice that far.

"Transporter": does not do anything. This component is used to resolve plot issues, not mechanical issues.
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