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Special high-damage avalon that is ship launched and pilot-able. This is an anti-capital ship class weapon.
Port type: Large
Grid: 10
Energy to launch: 250
Proximity: none, direct hit detonation only (other detonation methods listed below)
Splash: 800m
Damage: 250,000
Total Fuel: 90s
Top Speed: 215m/s
Armor: 50
Turbo: no
Strafing: disabled (pitch up/pitch down/left/right turning only)
F/A: automatically on and locked into full forward thrust, cannot disable
Mass: 2000kg
Targetable: Yes
Total ammo: 1
Refill Cost: 3 million
Refill locations: Only Biocom stations (NOT in capships, or conq stations, or anywhere else).
Availablity: Restricted access tbd, but suggest to relate to activities/badges that require bombing (Leviathan kills, Deneb casualties, or queen kills...) such as:
-Granted by a somewhat rare Levi drop (say 1:7 drop ratio), which you take to biocom to complete a research mission
-Granted by Master queen hunter badge
-Granted by Levi Hunter III badge
-Granted by casualty count record in Deneb war (80,000)
_________________________________________________________________
When launched you lose control of your ship and gain control of the Strangelove Avalon. Your main ship continues to drift in whatever trajectory it was headed upon your leaving, and, if turboing, ceases turboing (cannot lock into infiniturbo).
-Strangelove Avalon launches at 35 m/s, increasing 15m/s in velocity until it reaches 215 m/s.
-90 second total fuel (with HUD displayed fuel indicator and/or timer)
-Cannot decrease speed.
-There is no turbo, so you can maneuver (as described above). Maneuverability should be half as agile as the defensive missile turrets (wormholes/borders/conq stations).
-Detonation occurs only by: direct impact, destruction of primary ship, or /explode (normal timers apply)
-Minor detonation occurs upon being shot down (in line with normal ship destruction values, including damage and splash radius).
-No PK assigned for being shot down
-Upon detonation you return to, and regain control of, your ship, unless its destruction was what caused the detonation
Port type: Large
Grid: 10
Energy to launch: 250
Proximity: none, direct hit detonation only (other detonation methods listed below)
Splash: 800m
Damage: 250,000
Total Fuel: 90s
Top Speed: 215m/s
Armor: 50
Turbo: no
Strafing: disabled (pitch up/pitch down/left/right turning only)
F/A: automatically on and locked into full forward thrust, cannot disable
Mass: 2000kg
Targetable: Yes
Total ammo: 1
Refill Cost: 3 million
Refill locations: Only Biocom stations (NOT in capships, or conq stations, or anywhere else).
Availablity: Restricted access tbd, but suggest to relate to activities/badges that require bombing (Leviathan kills, Deneb casualties, or queen kills...) such as:
-Granted by a somewhat rare Levi drop (say 1:7 drop ratio), which you take to biocom to complete a research mission
-Granted by Master queen hunter badge
-Granted by Levi Hunter III badge
-Granted by casualty count record in Deneb war (80,000)
_________________________________________________________________
When launched you lose control of your ship and gain control of the Strangelove Avalon. Your main ship continues to drift in whatever trajectory it was headed upon your leaving, and, if turboing, ceases turboing (cannot lock into infiniturbo).
-Strangelove Avalon launches at 35 m/s, increasing 15m/s in velocity until it reaches 215 m/s.
-90 second total fuel (with HUD displayed fuel indicator and/or timer)
-Cannot decrease speed.
-There is no turbo, so you can maneuver (as described above). Maneuverability should be half as agile as the defensive missile turrets (wormholes/borders/conq stations).
-Detonation occurs only by: direct impact, destruction of primary ship, or /explode (normal timers apply)
-Minor detonation occurs upon being shot down (in line with normal ship destruction values, including damage and splash radius).
-No PK assigned for being shot down
-Upon detonation you return to, and regain control of, your ship, unless its destruction was what caused the detonation
250000 is insane and I think you're high on something.
You basically want a super-overpowered Avalon which can drop any shield in the game, and requirements that only you have? Riiight.
You basically want a super-overpowered Avalon which can drop any shield in the game, and requirements that only you have? Riiight.
No, as stated in the OP, this is an anti-capital ship weapon. Specifically, anti Player Controlled Capital Ships. Nobody is going to use this to drop queen shields (and yes, levi shields might need to be increased), or in Deneb, because of the reload handicap. You can't have an anti-capital ship class weapon that doesn't deal huge amounts of damage.
250000 makes it a major threat to TTMs, and thus justifies its classificaiton as an anti-capital ship weapon. But not so major that you can down a TTM on your own by using it solo. There still needs to be an aspect of group coordination to track or hold the TTM.
There are also many limitations built-in to this suggestion that offer ways to counter an attack with it. For instance you can shoot it down with one shot of pretty much any energy weapon if you get close enough.
There are other arguments to be made that we also need anti-cap ship weapons available to mount on actual capships, but that's another matter and a different suggestion post.
And the requirements are not ones that only I have, primarily because they aren't set in stone and are open to discussion, and secondarily because I personally have achieved only one of the four example requirements I proposed (Master Queen Hunter) -- and I know there are many more that have also achieved this.
250000 makes it a major threat to TTMs, and thus justifies its classificaiton as an anti-capital ship weapon. But not so major that you can down a TTM on your own by using it solo. There still needs to be an aspect of group coordination to track or hold the TTM.
There are also many limitations built-in to this suggestion that offer ways to counter an attack with it. For instance you can shoot it down with one shot of pretty much any energy weapon if you get close enough.
There are other arguments to be made that we also need anti-cap ship weapons available to mount on actual capships, but that's another matter and a different suggestion post.
And the requirements are not ones that only I have, primarily because they aren't set in stone and are open to discussion, and secondarily because I personally have achieved only one of the four example requirements I proposed (Master Queen Hunter) -- and I know there are many more that have also achieved this.
lol, you want devalons crossed with the redeemer from UT99?
Normal Avalons are already a major threat to Tridents: They will wipe out your entire support team in a single shot.
Normal Avalons are already a major threat to Tridents: They will wipe out your entire support team in a single shot.
Redeemer was my first thought, too, and I like it. Damage is retardedly high but you have to oversuggest to get anything decent out of the nerf-gangbang that is VO implementation. Qualifications are likewise stupid, but that's just greenwall being his normal self.
Yeah a fly-by-wire missile would be neat, but 250000 damage is just absurd. That's a 1-shot deshield on a Levi. :P
Yeah a bit inspired by UT99. RocketX!!!!
http://www.youtube.com/watch?v=ddwARO-xiLw
I'm totally fine with not having any qualifications like Lecter suggests. As he said, you have to start somewhere.
http://www.youtube.com/watch?v=ddwARO-xiLw
I'm totally fine with not having any qualifications like Lecter suggests. As he said, you have to start somewhere.
+1 for name
Oh, and normal avalons are not a major threat to tridents unless you and your team are completely inept. Move slightly one way or the other and you can dodge avalons. Smart teams can see them coming from a mile away.
Updated:
Port type: Large
Grid: 10
Energy to launch: 250
Proximity: none, direct hit detonation only (other detonation methods listed in bottom of OP)
Splash: 800m
Damage: 150,000 (for comparison 8 avalons stacked = 120,000)
Total Fuel: 90s
Top Speed: 215m/s
Armor: 50
Turbo: no
Strafing: disabled (pitch up/pitch down/left/right turning only)
F/A: automatically on and locked into full forward thrust, cannot disable
Mass: 2000kg
Targetable: Yes
Total ammo: 1
Purchase cost: 15 million
Refill Cost: 3 million
Refill locations: Only Biocom stations (NOT in capships, or conq stations, or anywhere else).
Restrictions: Minimum Biocom Standing of POS needed to buy.
Port type: Large
Grid: 10
Energy to launch: 250
Proximity: none, direct hit detonation only (other detonation methods listed in bottom of OP)
Splash: 800m
Damage: 150,000 (for comparison 8 avalons stacked = 120,000)
Total Fuel: 90s
Top Speed: 215m/s
Armor: 50
Turbo: no
Strafing: disabled (pitch up/pitch down/left/right turning only)
F/A: automatically on and locked into full forward thrust, cannot disable
Mass: 2000kg
Targetable: Yes
Total ammo: 1
Purchase cost: 15 million
Refill Cost: 3 million
Refill locations: Only Biocom stations (NOT in capships, or conq stations, or anywhere else).
Restrictions: Minimum Biocom Standing of POS needed to buy.
An 800m splash combined with that much damage is just plain silly. Anything significantly stronger than an Avalon or TU should have less splash, with the higher damage achieved by focusing the explosion into a smaller area.
Make the splash 100m.
Make the splash 100m.
Though I'm often the one the point out how VO doesn't reflect "real world analogues", I simply can't reconcile how you think something that is 10 times more explosive should have a much smaller shockwave.
Perhaps if the nature of the weapon itself changed? I.e. if it was made into some type of energy weapon that delivered intense localized damage. But that then would be a different weapons suggestion. This is for an explosive nuke. Bigger bangs have bigger shockwaves.
http://en.wikipedia.org/wiki/Blast_wave
Rin what would you think if we kept the splash the SAME as normal avalons, but then increased the concussive splash to 800m? I.e. there would be two splash radii: damage @ 245m and concussive @ 800. I would suggest in this case making the concussive force 100,000 N. So any non capship within the damage perimeter is annihilated, and any non capship between 246m and 800m is flung away with the force equivalence of hitting 10 concussion mines.
Perhaps if the nature of the weapon itself changed? I.e. if it was made into some type of energy weapon that delivered intense localized damage. But that then would be a different weapons suggestion. This is for an explosive nuke. Bigger bangs have bigger shockwaves.
http://en.wikipedia.org/wiki/Blast_wave
Rin what would you think if we kept the splash the SAME as normal avalons, but then increased the concussive splash to 800m? I.e. there would be two splash radii: damage @ 245m and concussive @ 800. I would suggest in this case making the concussive force 100,000 N. So any non capship within the damage perimeter is annihilated, and any non capship between 246m and 800m is flung away with the force equivalence of hitting 10 concussion mines.
"I simply can't reconcile how you think something that is 10 times more explosive should have a much smaller shockwave."
Think of it this way: instead of the weapon being more explosive, the yield of the weapon remains roughly the same but shape of the blast wave is being controlled to focus its damage into a smaller area. Think shaped charges, where instead of a spherical explosion, it's conical. More of the energy is directed forward into the target, and less is wasted by radiating off to the sides.
Think of it this way: instead of the weapon being more explosive, the yield of the weapon remains roughly the same but shape of the blast wave is being controlled to focus its damage into a smaller area. Think shaped charges, where instead of a spherical explosion, it's conical. More of the energy is directed forward into the target, and less is wasted by radiating off to the sides.
Focusing the blast wave is a directional thing, not a distance thing. I'd be up for that if VO supported directional blast waves instead of spherical. Does it?
Doesn't really need to, at least not in this case. This detonates on contact, which means that whatever triggers the explosion will be right there in front, so there isn't a need to simulate a blast cone. Just give it a small splash radius appropriate to whatever amount of leakage the weapon should have. That's really inaccurate, but VO's explosions aren't realistic portrayals of space physics anyway.
So you are suggesting that the force of the blast is abosrbed almost entirely by the impacted object? I don't buy it. There isn't any other explosive weapon in VO that behaves this way. Moreover, while this is intended to be used on Capital Ships, there is no reason why it couldn't be used on anything else. Suggesting that a Centurion could absorb as much of a 150,000 damage inducing blast as a trident doesn't make any sense.
Also don't forget the other forms of detonation (ship being killed or /explode) don't require impact.
You are trying to fit your square-shaped idea of a weapon into the circular-shaped hole of this suggestion.
Also don't forget the other forms of detonation (ship being killed or /explode) don't require impact.
You are trying to fit your square-shaped idea of a weapon into the circular-shaped hole of this suggestion.
I'm not trying to fit my peg into your hole. I'm saying I don't like your hole; it is much too wide. I don't think that any weapons in VO should be able to distribute that much damage over that wide of an area. Unlike the others who think the damage should be turned down, I think the splash should be turned down. The stuff about shaped charges is just a way to explain how high-damage+low-splash could work, since you were wondering about that. Obviously it isn't a perfect explanation, but VO is already extremely inaccurate in how explosions are handled anyway. Who gives a fuck?
Point is, the OP -- even the amended 150k version -- has too much splash for that amount of damage.
Point is, the OP -- even the amended 150k version -- has too much splash for that amount of damage.
*redacted because rin changed his post after he posted it*
Heh, sorry about that. We were getting too far away from the point.
greenwall needs a physics and modern armaments lesson: http://en.wikipedia.org/wiki/High-explosive_anti-tank_warhead