Forums » Suggestions

Fire modes

Mar 28, 2007 drazed link
I'd really like to see weapons have more then one firing mode. As an easy to implement example, being able to turn off seeking on missiles would be great (first firing mode is guided, second is not... like firing the suckers without having a target selection).

Missile firing modes could be just the tip of the iceberg here. New weapon possibilities could open up. How about a rail gun that can shoot the ammo we have now, or a second firing mode that uses no ammo and fires energy shots that do less damage and go slower (maybe a new rail gun model that holds less ammo but has the 2 firing modes). Or flares with a distance fuse rather than a proximity fuse (you fire and they go off a set distance from your ship) as a second firing mode. Or normal energy weapons having different rates of fire that do different damage (low rate of fire high damage, or high rate of fire low damage) depending on the firing mode that is set.

Chained fire ( http://www.vendetta-online.com/x/msgboard/3/7377 ) could be another mode for energy weapons?
Mar 28, 2007 toshiro link
Yes.
Mar 29, 2007 Jim Kirk link
Yes.
[APPROVED]
Mar 30, 2007 SuperMegaMynt link
That is a sexy idea. I want to try;

Flechette Cannon:

Primary Function - as normal

Secondary Function - fires a spray of 5 normal shots simultaneously, but with a delay of 4.95/4.85 seconds, and costing 44/41.25 energy per spray.
Mar 30, 2007 Zed1985 link
If done correctly this could give some of the less used weapons an edge. Being more polyvalent is very important... though for a fighter class it might be not too critical.
Mar 30, 2007 LeberMac link
Nice ideas, drazed. I'd like to fire off "dumb" weapons and then activate the homing when they're behind the target. That would be neat.

Essentially like setting up your own firing binds but by using a GUI interface in the program, and not writing out the binds by hand. KICKASS.

[APPROVED]
Mar 30, 2007 toshiro link
"Sleepers", eh LeberMac?

This needs to be implemented. No matter when, it just has to be. It would multiply the entire weapon range by 3 to 4.
Mar 30, 2007 greengeek link
Interesting ideas. Makes me think of the Shock Rifle from UT.

But Mynt, if you're going to tinker with my popcorn guns, at least give them a mode that borders on useful. The alt-mode might look cool, but consider the following: Assuming a Flechette MKII, the "shotgun" blast (in the unlikely event that all 5 pellets hit) does 1400 damage with a damage per second potential of about 577. There is no situation where that shotgun blast is more likely to hit AND do more damage than full-auto fire.

Cranking up the repeat rate might help, but the reduced energy efficiency and bigger gaps between shots would still make it less efficient and powerful than a pair of Flechettes chain-fired. How about this instead?

Flechette Cannon:
Primary fire: Armor piercing rounds (same as current stats)
Alternate fire: High-explosive rounds
Damage 312.5 / 350 (25% increase)
Delay: .18 / .176 (100% increase)
Energy: 12 / 11.25 (50% increase)
Explodes on impact 5m radius
Force: ~25% of a single iceflare (This last bit would need tweaking, since we don't have force numbers for the rockets or a real measure of how it's calculated)
Mar 30, 2007 SuperMegaMynt link
Well, my thinking was along the lines that it's easier to get in range for a single powerful blast than to hold a stream of fire on the target for 5 full seconds. Think about it... the DPS for a spray of fire for about 3 seconds would be far greater than a stream of fire for the same, because you get that one powerful initial blast. Combat often only gives you just that second to get a shot off accurately, but then trading energy efficiency for way better damage might do the trick as well. That's just the measure; this is just the sort of thing in want of testing.

Wait, you actually use popcorn? That's badass! =D