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  #1  
Old April 14th, 2003, 12:31 PM
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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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  #2  
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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  #3  
Old April 14th, 2003, 02:06 PM

Gryphin Gryphin is offline
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Default Re: New Weapons

Why would one wish to bLast hypers?
Hmm, what are hypers?
I call them - Chippers because of the low hit points they chip away at the incoming ship.
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Old April 14th, 2003, 02:18 PM
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Xaren Hypr Xaren Hypr is offline
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Default Re: New Weapons

Quote:
"Monkey-Wrenchers": fighter-borne little guys in suits with tools.
There's some BFGs for ya (especially for those players who like to use swarm tactics).....Billions of Freaking Gremlins....

I like it.
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  #5  
Old April 14th, 2003, 03:01 PM
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Default Re: New Weapons

Quote:
"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?
Boarding is all or nothing. Plus, Fighters don't have the capture command available.
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Old April 14th, 2003, 03:17 PM

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Default Re: New Weapons

Thank you, Junkie, I was not aware that feature was non-fighter.

After further thought, it seems that Monkey-Wrenchers should not be strictly fighter-type weapons. With their terribly limited speed, but long, long range, they would be pretty reasonable ship-launched missiles as well.

If you wanted a good chance of a hit, you'd have to get your ship right up alongside the enemy craft, so your gremlins could hit them in their first round of movement, maybe.

Picture escorts full of the little jerks, kind of like freaks on the city bus, with mismatched space suits, talking to their tools, rocking back and forth to music only they hear, raging against the machine, itching to jump out the hatch and go take something apart. No sane man is going to step out of a perfectly good spaceship to go take another space ship apart, not while that other ship is likely to shoot at him. These guys are naturally wonked, drugged-up, or have been otherwise cleverly manipulated into thinking this is a good time.

Also, it would be reasonable to have multiple kinds of gremlins: Duct-Jerk (anti-engine), Gun-Jammers (anti-weapon), Sappers (anti-shield), Hackers (anti-Master Control Computer), Demolitions Specialists (skips armor and shields). Each component is just a specialized missile launcher, once-per-combat, slow moving, near-infinite range.

And I have bit more on the Transporter for you role-playing types. It would be perfectly reasonable to have Transporter component on any ship that just does nothing. After all, the Deflector Dish and Plasma Injectors are used to tactical gains as frequently (or more frequently, I think) as the Transporters are. So make the component, throw it on, and make up your own stories for what it's good for. Like we need to board ships from more than one square away, anyway.
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Old April 14th, 2003, 03:36 PM

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Default Re: New Weapons

Mining Satillite: satilite-only, very small, very limited shipyard. This tiny shipyard has only capacity to procude a mine, maybe even only a mine every two or three turns. These satellites would be useful in large numbers, but would be expensive to make, as the miniaturized full-auto shipyard should not be cheap.

[edit]
I forgot, these satilite-only shipyards would have exactly no capacity for repair.

[ April 14, 2003, 14:37: Message edited by: Loser ]
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Old April 14th, 2003, 03:39 PM

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Default Re: New Weapons

I don't like those Gremlims, they are going to be just another object in the combat screen. But I like the BFG!!
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Old April 14th, 2003, 03:53 PM

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Default Re: New Weapons

Quote:
Originally posted by Aloofi:
I don't like those Gremlims, they are going to be just another object in the combat screen.
More objects in the combat screen is a bad thing?

How does that work?
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Old April 14th, 2003, 04:46 PM
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Default Re: New Weapons

DE-LURK

'Old' Weapons from the final build of the D-Mod (posted somewhere on the Shrap Boards )

I heavily experimented with rof (rate of fire) and adding percentage to hit for certain weapons (Torpedo's were stock +15% to hit weapons, Quantum was +20 and Chaos Torp was +30).

Laser, 10kt, rof2; minimal damage

Heavy Mining Laser, acted as a robo-miner for all 3 resources as well as a Last ditch defense for the mining ship.

Psychic Shields, shields that had built in PDC

Missiles, totally re-vamped. Rate of fire 2 for the most part, Short Range Missiles were rof1 with ( ) shorter range and less damage and PDC resistance. 'GodHammer' seige missile added, huge damage, rate of fire 4 and huge PDC resistance (150 at high level). External 'one shot' missiles (rof 30) and armor piercing missiles. Plasma missiles were default skip shields.

Chaos weapons (missiles, torps, beams), damage was backwards (ie, the farther away the target the greater the damage, up close damage was minimal). Bonuses to hit as well.

PDC-Lasers, rof 2,

'Chaff', one shot (rof30) 75 point damage PDC cannon.

Anti-Personell-Beams, damage to boarding parties only. (as well as a Version that did only Security Parties damage).

PPB's were re-vamped, first few levels were just a 'Hard Beam', x4 shield damage, then PPB's, then a 'Hard Poleron Beam', skipped all shields, rate of fire 2.

Tachyon Missiles, destroyed weapons.

Warp Gun, skip everything, rof 4 (warp missile rof 3)

Shield Depleter and Shield Destroyer missiles.

Troop Transporter (think Alliegence Subverter...but less chance to convert).

Gauss Cannon , rof2 DUC cannon.

Heavy Weapons, rof 2 heavy Versions of the APB and Meason BLasters.

Gatling Cannon, small weapon, added in multiples to produce a 'machine gun' effect.

Armor Piercing DUC's.

Asteroid Sling (my Version of a 'sci-fi' cannon type weapon ), rof4, 300 damage, range of 6, did about 500 damage for higher levels. Ship/Planet only.

Short Range Parasites, smaller Versions.

Crystal Resonator (crystal tech), skipped all, rof4

Fighter Missiles, (were fun )

Prayer Lance (religious weapon), rof2, +99% to hit.

Transdimensional Cannon (say that 10 times fast), rof 3, +30% to hit, skipped shields/armor.

Of course, with the additions of so many new weapons my Mount Mod that went with the mod only had a 'few' mounts as most of the earlier mounts were made into actual tech.

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