Forums » Suggestions

Different Weapons on Capital Ship Turrets

Jul 29, 2008 iry link
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.
Jul 29, 2008 sfriedenberg link
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
Jul 29, 2008 Dr. Lecter link
Mmmm, rail turret.
Jul 30, 2008 Fediroc link
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?
Jul 30, 2008 MSKanaka link
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.
Jul 30, 2008 vIsitor link
I agree with Lecter. Rail turrets would be nifty. Dandy. Awesome, even.
Jul 30, 2008 tramshed link
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.
Jul 31, 2008 Fediroc link
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.
Jul 31, 2008 Surbius link
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.
Jul 31, 2008 vIsitor link
Assuming a wide burst and a good field of fire...six? eight?
Jul 31, 2008 Fediroc link
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.
Aug 01, 2008 iry link
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.
Aug 01, 2008 Fediroc link
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.