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My Toy/idea thread

Oct 02, 2003 SirCamps link
Hornet isn't that bad. Realize it's slower than the Valk, too.

Hornet With New Flares
.35^-1 = 2.857

3 seconds * 2.857 rockets/second = 8.571 rockets

8.571 rockets * 4 tubes = 34.284 rockets

34.284 rockets * 400 damage/rocket = 13,713.6 damage in 3 seconds

This makes the Hornet a much more deadly adversary than it is now.
Oct 02, 2003 SirCamps link
-=Building Ships (from scratch)=-

What would happen if [insert name of valk jock here] gets an unlucky barrel-roll and eats the rockets of an enemy. He returns to 18, hits buy ship, and quickly expects the Valkyrie to be available. But.... no!!! Valkyrie Status: "Not available." It seems that someone has neglected to do cargo runs to 18, so Station 18 is out of Valkyrie hulls.

Cool idea? You would need constant trade to keep ammo, repair bots, and hulls in stock at a station. Kinda like we have Wal-mart, K-mart, and whatnot. Not all of them have that CD you want, and you sure don't want to wait for it to come in. You go somewhere else. A place like station 11 would hold a fraction of the components that the home sectors or sector 9 could store. The consequences of this change would be far-reaching. A highly-trafficked station could add modular storage bays to hold more supplies. As it expanded, it could afford to hire the DSG or another guild for protection.

So, a rocket-rammer could mean big business. He goes through ships quickly? Some place has to supply them. But, oh, that brings me to another problem.

------------------------------
-=DIFFERENCE IN SHIP COSTS=-

Imagine the Centurion. Fast, sleek, capable of dogfighting and boosting to incredible speeds. It has been optimized for combat, and is on par with the Valkyrie in terms of maneuverability. Why is this thing so cheap??? I would propose that a more substantial division between combat fighters, bombers, and merchant vessels. Merchant vessels should have moderate armor, bad to moderate maneuverability, and light to moderate weapons coverage. They also should be fairly cheap, since their selling point is the empty space inside them (cargo bay). Much more expensive could be bombers, with a heavy weapons loadout and heavy armor. Even more expensive than that, should be fighters, which are nimble, fast, and deadly.

Sample prices:

Merchant Vessels
EC-88 (1 ion cannon, 6 cargo, 6000 HP): free
EC-88B (2 ion cannons, 8 cargo, 8,000 HP): 20,000 c
Atlas (2 weapon ports, 14 cargo, 10,000 HP): 45,000 c
Neutral Maurader (3 weapon ports, 20 cargo, 12,000 HP): 120,000 c

Courier/Smuggler ships
AE-454 (2 small, 8 cargo, 6,000 HP, current Vulture maneuv.): 45,000 c
Lightning Angel (1 smal 1 large, 8 cargo, 10,000 HP, current hornet maneuv.): 85,000 c


Bombers/heavy transports:
Wraith (3 weapon ports, 10 cargo, 14,000 HP): 60,000 c
Centuar (3 weapon ports, 34 cargo, 26,000 HP): 150,000 c
Serco Prometheus (4 weapon ports, 18 cargo, 22,000 HP): 200,000 c
Ragnarok (5 weapon ports, 16 cargo, 32,000 HP): 220,000 c

Fighters:
Centurion (1 weapon port, 2 cargo, 6,000 HP): 30,000 c
Vulture (2 weapon ports, 4 cargo, 8,000 HP): 50,000 c
Hornet (4 weapon ports, 5 cargo, 10,000 HP): 85,000 c
Itani Valkyrie (3 weapon ports, 3 cargo, 10,000 HP): 120,000 c.

These are all off the top of my head, but please don't say "wtf you upped the [ ] to [ ]." You seem my point, hopefully. Valk jocks will be much more hesitant to lose a 120k+ piece of equipment to the possibility of getting a kill. The larger cargo space will offset the merchant's vulnerability to pirates. That's my thought anyways.






-=Mass Based Weapon slots=-

Generic Medium-weight Weapon Slot capacity: 10,000 pounds
Weapon: 4,000 pounds
Capacitor (if energy): 3,000 pounds
Cooling agent (if energy): 2,000 pounds
Igniter (if mass-based): 1,000 pounds
Cooling agent (if mass-based): 3,000 pounds
Ammo: Remainder. (2,000 pounds in this case)

Generic heavy-weight Weapons slot: 20,000 pounds
Weapon: 9,000 pounds
Capacitor (if energy): 6,000 pounds
Cooling agent (if energy): 4,000 pounds
Igniter (if mass-based): 1,500 pounds
Cooling agent (if mass-based): 4,000 pounds
Ammo (remainder): 6,500 pounds

With the energy weapon (say it's a tachyon), you're left with 1,000 pounds free, which you could use to upgrade your capacitor (more powerful bursts?) or cooling agent (quicker bursts? long bursts?).

With mass-based weapon (say, sunflare), you're left with 2,000 pounds to use for ammo. Say each rocket ways 200 pounds, therefore you'd have 10 shots. But say you want to use 500 or 1000 pound rockets for a bigger oomph, then you'd have 4 or 2 shots. This would be more realistic than the status quo (explain to me why the sunflare can hold more than the jackhammer).

This also allows for greater diversity among pilots. Some may want what's equivalent to the current flares. In that case he might invest in two one-thousand (6000 to 8000 dmg per shot) pound rockets and hope his aim is good. Or maybe a pilot is shooting up bots. Then he could buy 40 fifty pound rockets, which would be inherently faster, but do less damage (maybe around 400, for instance).

But letting one tube of rockets do 24,000 damage in 8 seconds is ridiculous. Triple that for a valk and you have 72,000 damage in 8 seconds.

-=Sunflare rocket modification=-

Sunflare Rocket
Capacity: 48 rockets
Damage: 400 HP/rocket
Repeat rate: .35/sec
Proximity radius: 20 m
Velocity: 220 m/s

This modification would allow the Valk to fire 19,200 points of damage from each tube, and 57,600 damage total if all three tubes were equipped with flares. However, because you have 48 rockets, it would take ~17 seconds to empty your tubes. The current Valk can empty its tubes in 8 seconds. Let's see what the typical killing burst (3 seconds) does with the new rockets:

.35^-1 = 2.857

3 seconds * 2.857 rockets/second = 8.571 rockets

8.571 rockets * 3 tubes = 25.713 rockets

25.713 rockets * 400 damage/rocket = 10,285.2 This won't even take down a rag. Compare this with the current 3-second burst:

.5^-1 = 2

3 seconds * 2 rockets/second = 6 rockets

6 rockets * 3 tubes/rockets = 18 rockets

18 rockets * 1500 damage/rocket = 27,000 damage. This is more than enough to take out any ship, and almost powerful enough to take out two Rags.
Oct 02, 2003 zamzx zik link
and do that to a hronit...and you got ....hell

well i did not want to say it but...
Oct 13, 2003 UncleDave link
I think its a good idea on the whole.

But... the thing is, having that much ammo defeats the point of it being an ammo weapon- itd allow people to rocket spam more than ever before.

Im also bumping this thread because I like it :P