Forums » Suggestions
Different Weapons on Capital Ship Turrets
Screamer Missile
Pretty much identical to the current Screamer Rocket except it's a seeker and is mounted only on capital ship turrets.
Rail Guns
Similar Stats to the Advanced rail gun with a concussion/trail effect and a slower refire rate.
"Flak" Cannon
Essentially fires a semi high speed rocket with lowish damage but high splash radius. Meant more for shooting at light craft rather than bombers. Also instead of simply vanishing when the fuel is expended the rocket would detonate.
Distance could be controlled with a charge cannon type mechanism. A longer charge will result in a longer run for the flak.
Splash Radius : 200m
Proximity : 100m
Damage : 2000
Velocity : 150m/s
Maximum Fire Rate : 1 second
Fuel Charge : 1 second per second
Fuel : 2 - 15 seconds
For example charging the weapon for 5 seconds will result in a 6 second run for the Flak ( 5 - 1 + 2 = 6).
Distance could also be controlled with the throttle perhaps? While inside the turret setting your throttle will adjust the fuel life of the missile.
Pretty much identical to the current Screamer Rocket except it's a seeker and is mounted only on capital ship turrets.
Rail Guns
Similar Stats to the Advanced rail gun with a concussion/trail effect and a slower refire rate.
"Flak" Cannon
Essentially fires a semi high speed rocket with lowish damage but high splash radius. Meant more for shooting at light craft rather than bombers. Also instead of simply vanishing when the fuel is expended the rocket would detonate.
Distance could be controlled with a charge cannon type mechanism. A longer charge will result in a longer run for the flak.
Splash Radius : 200m
Proximity : 100m
Damage : 2000
Velocity : 150m/s
Maximum Fire Rate : 1 second
Fuel Charge : 1 second per second
Fuel : 2 - 15 seconds
For example charging the weapon for 5 seconds will result in a 6 second run for the Flak ( 5 - 1 + 2 = 6).
Distance could also be controlled with the throttle perhaps? While inside the turret setting your throttle will adjust the fuel life of the missile.
I like this idea.....although I'm not sure if the devs will be able to implement it........but this could make capships far more devastating
Mmmm, rail turret.
I had the idea that a tiered armament might reduce lag. One set of weapons with long range and high speed dedicated to heavy ships(corvette-up), and a short range flack battery that would fire a reduced amount of munitions that would explode at proximity(anything lighter).
Less projectiles=less lag?
Longer primary range=increased capital ship range fights?
Less projectiles=less lag?
Longer primary range=increased capital ship range fights?
Less projectiles=less lag?
In theory, yes, but it varies from person to person. I know I didn't have any lag back when the HACs only had gatling turrets on them (and that's a LOT of projectiles in a capwar in B-8), but a bunch of other people did, which I think was why the weapons on them were changed to other things.
In theory, yes, but it varies from person to person. I know I didn't have any lag back when the HACs only had gatling turrets on them (and that's a LOT of projectiles in a capwar in B-8), but a bunch of other people did, which I think was why the weapons on them were changed to other things.
I agree with Lecter. Rail turrets would be nifty. Dandy. Awesome, even.
The flak is a wonderful idea, any capital class ship worth its nuggets should be able to devastate a fleet of light fighters and be able to deflect most incoming missle barrages.
This is a good idea.
This is a good idea.
Balance would probably be the most serious issue. I would suggest making the turrets non-PC gunnable, as it would be ridiculously easy to score hits, and those hits would be shared with other turrets.
Obviously, lag does vary person to person. Type of lag, for example. Some people might lag due to local computer issues, others might due to a sketchy connection. Less projectiles, in theory would help the latter.
My personal concept of a flack turret would involve a lower rate of fire than most of our current mountable weapons, to give a concept of how low a projectile creation rate we're talking about. I also think they'd be rather fast-traveling, to minimize their bandwidth footprint.
Obviously, lag does vary person to person. Type of lag, for example. Some people might lag due to local computer issues, others might due to a sketchy connection. Less projectiles, in theory would help the latter.
My personal concept of a flack turret would involve a lower rate of fire than most of our current mountable weapons, to give a concept of how low a projectile creation rate we're talking about. I also think they'd be rather fast-traveling, to minimize their bandwidth footprint.
I like this.
Although I wonder how many explosions are we dealing with here if you were to arm a HAC like this or a Connie.
Although I wonder how many explosions are we dealing with here if you were to arm a HAC like this or a Connie.
Assuming a wide burst and a good field of fire...six? eight?
As cool as I think it would be to wreathe a capship in a sphere of defensive flak explosions, I would guess that two or three concurrent blasts at any given time would be ideal - offset by a very brief blast.
As cool as I think it would be to wreathe a capship in a sphere of defensive flak explosions, I would guess that two or three concurrent blasts at any given time would be ideal - offset by a very brief blast.
Hmm, so if the throttle were used while in turret to control fuel life before detonation, and wether or not the turbo button is held down at time of fire could determine the flak speed. Full or half speed.
Refire rate 4 seconds
150m/s Normal speed
75m/s Half Speed
8 second max fuel life
2 second min fuel life
Shots could be alternated half and full speed / fuel so every 8 seconds a double detonation at 600 meters from the turret could occur.
Hmm, so if the throttle were used while in turret to control fuel life before detonation, and wether or not the turbo button is held down at time of fire could determine the flak speed. Full or half speed.
Refire rate 4 seconds
150m/s Normal speed
75m/s Half Speed
8 second max fuel life
2 second min fuel life
Shots could be alternated half and full speed / fuel so every 8 seconds a double detonation at 600 meters from the turret could occur.
As I mentioned, I'm not altogether sure that user-control over flack turrets would be a great idea. Since we're talking about very fast m/s times to reduce footprints, it'd be stupid simple for a player to use with a proximity fuse. Point and click. I would suggest a AI-controlled setup with built-in inaccuracy to avoid PC insta-pop.