Forums » Suggestions
EMP- large weapons slot.
E.M.P missiles (Electronic Magnetical Pulse)
First of all what is EMP:
http://en.wikipedia.org/wiki/Electromagnetic_pulse
Electromagnetic pulse—an energy surge from a mechanical, electrical, chemical, or nuclear system, which can be used as a weapon.
The idea: A large slot missile launcher that shoots missiles wich cause an EMP effect. For example: you hit someone with an EMP missile and he wont be able to fly or shoot by himself, his ship wil basically keep on moving into its original direction for ((5?)) seconds. These weapons won't have any effect on: capships, queens, leviathans and anything large.
((or maybe they should to reduce their shield recharge rate?))
the effect of this weapon can be very tactical when using them against NPC's or human players.
the amount of ammo you can carry with this weapon should be minimal ((3 missiles?)).
since it would be very annoying when you can use them over and over. They should also deal somewhat damage in a splash radius. however, the EMP effect itself shouldn't have a blast radius to EMP multiple targets
Visiual effect for the victim: Of course the player will get the standart warning *bleep* wich indicates that an enemy missile is incoming. after the player has been hit by an EMP missile: (examples)
- His HUD will turn red.
- The player will hear a specific sound/bleep. Wich sounds a bit electronical ya' kno'?
- "WARNING ELECTRONICAL SYSTEMS OFFLINE FOR *5*" ((*5*=countdown?)) Will appear on the players Hud
- No warning since his electronical systems are offline. (he will notice himself)
Tell me what you think!
First of all what is EMP:
http://en.wikipedia.org/wiki/Electromagnetic_pulse
Electromagnetic pulse—an energy surge from a mechanical, electrical, chemical, or nuclear system, which can be used as a weapon.
The idea: A large slot missile launcher that shoots missiles wich cause an EMP effect. For example: you hit someone with an EMP missile and he wont be able to fly or shoot by himself, his ship wil basically keep on moving into its original direction for ((5?)) seconds. These weapons won't have any effect on: capships, queens, leviathans and anything large.
((or maybe they should to reduce their shield recharge rate?))
the effect of this weapon can be very tactical when using them against NPC's or human players.
the amount of ammo you can carry with this weapon should be minimal ((3 missiles?)).
since it would be very annoying when you can use them over and over. They should also deal somewhat damage in a splash radius. however, the EMP effect itself shouldn't have a blast radius to EMP multiple targets
Visiual effect for the victim: Of course the player will get the standart warning *bleep* wich indicates that an enemy missile is incoming. after the player has been hit by an EMP missile: (examples)
- His HUD will turn red.
- The player will hear a specific sound/bleep. Wich sounds a bit electronical ya' kno'?
- "WARNING ELECTRONICAL SYSTEMS OFFLINE FOR *5*" ((*5*=countdown?)) Will appear on the players Hud
- No warning since his electronical systems are offline. (he will notice himself)
Tell me what you think!
-1. Most fighters can be destroyed in about five seconds.
EMP is a large scale effect and would disable ALL systems in the affected area
Return for rework..../
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Return for rework..../
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to make any sense, an EMP missile should be geared at shielded ships primarily, while having a large blast radius. And intensity/duration of effects depends on distance. like 0.5sec at 30m and 5sec at <2m... and visual effects, simply remove all HUD elements, like <F4> does while the engine sound goes off then on...
Freespace implementation, it does no damage to hulls, but disables all eletronics... like power off and reboot. And is terribly efficient against shields.
Also, i'd like a manual trigger and long range... like 1st trigger launch, 2nd trigger detonates, enhancing contact fuses.
And it would be OP against turrets, so make this missile be targetable, priority target for defense turrets.
Maybe some stats as:
Damage: 0 to hull, disables ships for <5sec/distance², 50K shield damage
Speed: 90
Fuel: 25sec (~2250m range)
Ammo: 3
Fuse: contact or manual remote detonation
Port Large
Weight: 4t
Manouvr: medium
it is allways fun to have diversity of guns... it even can be used as a "peacemaker", disabling furballs without damaging no one... os a sort of mine
Freespace implementation, it does no damage to hulls, but disables all eletronics... like power off and reboot. And is terribly efficient against shields.
Also, i'd like a manual trigger and long range... like 1st trigger launch, 2nd trigger detonates, enhancing contact fuses.
And it would be OP against turrets, so make this missile be targetable, priority target for defense turrets.
Maybe some stats as:
Damage: 0 to hull, disables ships for <5sec/distance², 50K shield damage
Speed: 90
Fuel: 25sec (~2250m range)
Ammo: 3
Fuse: contact or manual remote detonation
Port Large
Weight: 4t
Manouvr: medium
it is allways fun to have diversity of guns... it even can be used as a "peacemaker", disabling furballs without damaging no one... os a sort of mine
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@Alloh
Thanks, nice stats list.
I like your idea that NPC turrets can take them down at first priority. this won't make this weapon very overpowered when fighting frigates and caps.
I also understand that many people dont like this idea because it can change alot in any pvp situations. So lets decrease its effect against human players, and increase it on bots since bots are more electronic. :)
Thanks, nice stats list.
I like your idea that NPC turrets can take them down at first priority. this won't make this weapon very overpowered when fighting frigates and caps.
I also understand that many people dont like this idea because it can change alot in any pvp situations. So lets decrease its effect against human players, and increase it on bots since bots are more electronic. :)
I like the idea of an EMP in general but a missle woudn't be the right way to put it ingame.
An EMP should be a strategic weapon with significant drawbacks, something that would need to charge first and significantly weigh down the ship that used it, it would have to be something that shows up on everyones radar for at least 30 seconds before it goes off and when it does would disable every ship in the sector for a certain period of time probably related to the distance, if one successfully goes off the side that blew the emp could come in and clean up for 20~30 seconds.
something that requires teamwork and good coordination yes, if something someone can use alone to get an edge in the fight, no.
An EMP should be a strategic weapon with significant drawbacks, something that would need to charge first and significantly weigh down the ship that used it, it would have to be something that shows up on everyones radar for at least 30 seconds before it goes off and when it does would disable every ship in the sector for a certain period of time probably related to the distance, if one successfully goes off the side that blew the emp could come in and clean up for 20~30 seconds.
something that requires teamwork and good coordination yes, if something someone can use alone to get an edge in the fight, no.
Maybe make an EMP weapon that is strictly a capitol ship class of weapon. It could knock out the shielding for a period, at which point the cappie would be susceptible to incoming fire. This way capitol battles could get a bit more interesting.
As a result of using it, it could say drain the cappies battery... thus it could not turbo or fire for a time.
As a result of using it, it could say drain the cappies battery... thus it could not turbo or fire for a time.
I like the idea, but not the implementation.
It is possible to shield electronics from EMP blasts so a ships electronics may not be damaged but the battery could be depleted which would make this a great weapon to be used as a mine. It would be quite heavy and have few charges like the lightning mine launcher and require a charge from the pilots ship to launch.
Stats:
Capacity: 4 mines
Delay: 2s
Mass: 5000kg
Effect: Depletes any standard battery to 0
Damage: 0
Force: 0
Radius: 200m
Detonation Proximity: 70m
Energy: 200
Lifetime: 900s
It is possible to shield electronics from EMP blasts so a ships electronics may not be damaged but the battery could be depleted which would make this a great weapon to be used as a mine. It would be quite heavy and have few charges like the lightning mine launcher and require a charge from the pilots ship to launch.
Stats:
Capacity: 4 mines
Delay: 2s
Mass: 5000kg
Effect: Depletes any standard battery to 0
Damage: 0
Force: 0
Radius: 200m
Detonation Proximity: 70m
Energy: 200
Lifetime: 900s
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