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Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
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  #1  
Old December 3rd, 2010, 03:33 PM

ExplorerBob ExplorerBob is offline
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Default Molecular Disruptor weapon

All righty, I've developed a new weapon for Odd Adventures that can be super-powerful. It's balanced, I think, in that it's tricky for a large, slow ship to use (it has an extremely low range -- think ramming range), and the faster ships that can carry it (it's a fighter-sized weapon) are generally vulnerable to fire.

There is one potential problem with it, though: the Zorg fighter.

Most of you who're still here know I like fighters, and the Zorg fighter in particular. That ship is magic; you can slaughter ships with it because the AI is so poorly suited to dealing with it.

With the molecular disruptor weapon, though, the Zorg fighter becomes even more terrifying. It's like the Chronium Gong, only it can be reused. It's possible to destroy a Kawangi ship with the disruptor. This is because the Zorg fighter's teleportation largely negates the disruptor's range weakness.

With that in mind, do you think I should keep the disruptor as it is, and we can just deal with having it be overpowered if you get a Zorg fighter to put it on, or do you think I should make some other changes (say, make it too large for a fighter to carry)?
  #2  
Old December 3rd, 2010, 09:40 PM

Lost In Space Lost In Space is offline
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Default Re: Molecular Disruptor weapon

Maybe this weapon could be well-suited for an abnormally long recharge time. I kinda like the idea of pre-empting a blitzkrieg strike by a zorg fighter pounding with this Molecular Disruptor, right before the fleet engages.

The other way this could go is for its use on a regular ship at point-blank range, at the peak of battle. I personally like the first user-case scenario better.
  #3  
Old December 3rd, 2010, 09:43 PM

ExplorerBob ExplorerBob is offline
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Default Re: Molecular Disruptor weapon

Well, for now, I've decided to try to make it a size 2 item, which restricts it just to caps, not fighters.

The recharge time thing could very well be better, though, and I might try that.
  #4  
Old December 3rd, 2010, 09:49 PM

ExplorerBob ExplorerBob is offline
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Default Re: Molecular Disruptor weapon

By the way: Do you want an item? I can try to add one into the mod for you, if you want.
  #5  
Old December 5th, 2010, 09:03 PM

Lost In Space Lost In Space is offline
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Default Re: Molecular Disruptor weapon

I appreciate the thought, but I don't have any substantial idea that I'm comfortable with right now. Plus, I would feel obliged to work a proper image to go with it (something I could easily do if need be.) Something slightly cool would be a partly randomized description from a database of phrases, to put a bit of spice and variety.
 

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