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Variable Guns
What exactly are "Variable Guns", Mynt? An excellent question! Variable Guns, as I perceive them, would be weapons whose statistics varied depending on the conditions in which they're fired. Fer an example, imagine a Phase Blaster that had double the auto-aim, but the sharper the angle it fired at, the slower the bullet went. There are dozens of permutations by that simple definition.
- Energy is lowered in proportion to ship's velocity.
- Cooldown is lowered in proportion to ship's energy.
- Damage is lowered in proportion to ship's distance to an asteroid, or other warp obstructing object.
But money is in the concept. As a pilot, all you can really do is calculate variables, and base your decisions on those results. More options = more fun. Variables put the put π back into "Pilot"!
- Energy is lowered in proportion to ship's velocity.
- Cooldown is lowered in proportion to ship's energy.
- Damage is lowered in proportion to ship's distance to an asteroid, or other warp obstructing object.
But money is in the concept. As a pilot, all you can really do is calculate variables, and base your decisions on those results. More options = more fun. Variables put the put π back into "Pilot"!
Cool. Love the 'angle' gun, that would be really nice
Can we have a gun that doesn't shoot until you let go of the trigger, but gets stronger the longer you hold down the trig... er... wait... nm.
or perhaps a missile luancher that fires more missiles the longer you hold it down.
like if you hold it for 20 seconds it will fire 10 missiles.
like if you hold it for 20 seconds it will fire 10 missiles.
40 swarms coming out of the tubes at once... spammerific!
However 40 swarms out of the tubes at once would be helpful in knocking out shields.
However 40 swarms out of the tubes at once would be helpful in knocking out shields.
That could be possible, give them little tracking and detonate on contact.
Though you might not get to see the swarms hit, from all the lag.
Though you might not get to see the swarms hit, from all the lag.
sry this comes as a shock to me.
I tried a trial account and am working to get a year of vendetta.
the cool thing is in the other game I play this idea would have been shot down instantaniously. Thumbs up to Vendetta players!
sry this seems like a pointless post but it really comes as a shock to me some of you might never understand.
I tried a trial account and am working to get a year of vendetta.
the cool thing is in the other game I play this idea would have been shot down instantaniously. Thumbs up to Vendetta players!
sry this seems like a pointless post but it really comes as a shock to me some of you might never understand.
Or what about "linking" weapons. No more timing needed, fire the missiles on twenty of your friends ships with the single click of button!
The increasing damage over time would be a neat solution to balancing a very fast weapon, especially if it increased the required energy at a 1:1 ratio. I say call it a "Pulse Cannon" or something, and give stats like this:
Damage: 300+300/blast
Speed: 200m/s+20/blast
Energy: 15+15/blast
Delay: 1 second-0.1/blast
Mass: 1000kg
Targeting: None
Grid: 12 units
Damage: 300+300/blast
Speed: 200m/s+20/blast
Energy: 15+15/blast
Delay: 1 second-0.1/blast
Mass: 1000kg
Targeting: None
Grid: 12 units