Forums » Suggestions
Big Ol' weapons suggestion thread
Let's make this game interesting, and perhaps a little spicy with these new weapons ;)
EQUIPMENT DESIGN THREAD:
Shall I start with my plethora of ideas, ready to spice up the game?
All weapons with missing values should be decided by the better judgement of incarnate (it these were to be implemented)
(Based off the Interdictor thread)
https://www.vendetta-online.com/x/msgboard/3/34891
Finalizing the idea:
Territorial interdictor:
(dropped from pirate warthog territorial defenders)
range: 1000m
energy: 50% of capacity
Releases a pulse emitted from the ship, which radiates in the form of a blue tinted sphere at 200m/s, dissipating at 1000m/s, disrupts all warps taking place, and prevents them from happening for the next 5 seconds. can only be used once every thirty seconds.
Short-Circuit Mine
4 capacity
chaotically spinning mine which fires Gatling cannons straight out from 6 different points (one for each degree of freedom). The mine itself spins chaotically along a path (which doesn't move back, rotates at a consistent speed), Which is hard to explain, but i'm sure the majority of you understand. Looks like a "short circuit" because of the Gatling cannons firing wildly.
Range: 450m
Life: 15 minutes
Delay:2.5 seconds
weight: 3000 Kg
Port: L
10-10-10-5-5
Miniature proximity mine
port:S
Damage: 1000
Range: 75m
delay: 1
Weight: 750kg
life: 20m
ammo: 20
7-7-4-2-0
Libra Mine
Port:S
range: 200
Damage: 50% of current health (CURRENT, not TOTAL)
delay: 5
weight: 750kg
life: 20m
Ammo: 6
License: 8-8-2-0-0
Pin Missile rocket swarm
Port: S
20 rockets firing straight with a 0-10 degree angle variation in any direction, each (like an unaimed capitol swarm with less angle variation)
capacity: 200
damage (per missile): 100
autoaim: very little, but exists in slight
speed:100m/s
delay:1
life: 10s
weight: 500
Super Pin missile rocket swarm
Port: L
10 rockets firing straight forward with a 0-6 degree angle variation each
capacity:100
damage per missile: 250
speed: 120m/s
delay: 1.2
Life: 12s
Weight: 1500kg
Tornado rocket swarm
Port: S
5 Missiles firing forward at a 0-5 degree angle variation each
capacity: 30
damage per missile: 350
speed:80m/s
delay:2s
life:20s
weight: 750gk
Whirlwind rocket swarm
Port:L
5 missiles firing forward at a 0-5 degree angle variation each
capacity: 30
Damage per missile: 500
Speed: 80m/s
delay:2.5
Life: 20s
weight: 2000kg
Dominus torpedo
Port:S
Damage: 5000
capacity:10
speed: 40m/s
life: 40
delay:2
weight: 3000kg
Witch Hunter Missile:
Maneuverability: Extremely high
Speed: 100m/s
Delay: 2.5
Fires in bursts of four (.1 sec delay)
damage: 1000, medium strength concussive blast
capacity: 28
very quiet, does not appear on radar or begin beeping until 300m-
Flechette defensive flare
port: S
capacity: 140
target chance: 20% (percent chance that a missile will target the flare instead)
fires: 20 at a time (5m/s) , released from behind at a 0-55 degree angle (each)
effective radius: 400m (missiles further away than this will not target a flare)
Rocket radius: 20m (range a rocket or torpedo needs to be to be triggered by a flare)
Life: 15 seconds
Damage: 10 (if hit) very slight concussive blast
glare: very low (how dazzlingly annoying the flare is)
Big Red One, Big blue one, Big Yellow one. (defensive flare)
Nation specific flares, 601+ rep needed.
Port:L, Capital Flare turret- same stats 25 grid, turret
Target Chance: 60%
Effective radius: 900m
Life: 45 seconds
ammo: 10
delay: 3
damage: minor concussive blast, 50dmg
rocket radius: 35m
ejection speed: 3m/s
Glare: Very high (glow color is according to name)
Little Red One, Little Blue One, Little Yellow One (defensive flare)
Port S, Flare turret, same stats
Target chance: 50%
Effective radius: 700m
Life: 35 seconds
Damage: Slight concussive blast, 25 dmg (half force of L port version)
Rocket radius: 25m
Election speed: 6m/s
ammo:14
delay: 2.75
glare: high (glow color according to name)
Maelstrom Jammer flare
Port: S, L (identical, L port version "Super Maelstrom Jammer Flare"
Spectral jammer flare james signals.
It is a special chaotic flare which does one of the following effects, while acting normally as a flare
1000m range, effects apply to everything within the range
cause all missiles to stop targeting and move forward in a straight path, until dissapation
cause all objects on the radar to become jammed, and nothing is targetable or visible
cause all wormholes to become invisible due to radar jam
turn all mines , missiles, and target warning systems to become invisible.
cause all ordinance in the area to explode
prevent turbo from being activated for thirty seconds
Ammo:10
delay: 3
Launch speed: 5m/s
damage: Chaotic 1-1000
Concussion: Chaotic Slight to major
Rocket radius: 30m
target chance: Chaotic
Glare: Chaotic
Life: Chaotic 20+ Seconds
Bearcat Counter-Missile Swarm
Port: L
Essentially a chos swarm individually choose a target missile (the missiles don't chose dupe targets), and detonate itself into it, thus destroying it.
Swarm: 12
Ammo: 84
velocity: 120 m/s
Maneuverability: high
Damage: 100
Concussion: high
delay: 2.5
Splash: 150
detonation radius: 50
(will not detonate against ships)
Heartrender Counter-Missile
Port: L
Swarm: 3 (one straight, one spreads gradually 50m left, one spreads gradually 50m right)
Ammo: 30
Velocity: 150
Maneuverability: medium
Damage: 100
Concussion: medium
Splash: 100
Detonation radius: 120
delay: 4
(will not detonate against ships)
Miniature Shield Gatling turret
fires tiny shields (2.5m across), capable of detonating ordinance
Delay: .05
spread: 0-5 degrees
autoaim: good
Velocity: 185m/s
Weight: 2000kg
grid: 6
damage:1
Quad Plasma Devastator Turret (capitol)
Dual Corvus Widowmaker turret,
Chaos Swarm turret,
Concussion railgun turret,
Quad MegaPosi Turret (capitol)
Like so.
Bull Rush Concussion missile
Port: L
velocity: 100m/s
Swarm: 2
ammo: 36
Concussion: Medium-high
Maneuverability: Low
weight: 1200 kg
Delay: .5
Damage: 300
Wolverine Concussion Concussion Missile
Port: S
Velocity: 120m/s
Swarm: 2
Ammo: 24
Concussion: Medium
Maneuverability: Medium-Low
Delay: .5
Weight: 350kg
damage: 200
Sphinx hybrid concussion missile
Port: L
Velocity: 70m/s
swarm: 2, (2m apart)
Total ammo: 20 (10 each)
weight: 1500 kg
delay: 1
Missile 1
Damage: 1250
Maneuverability: high
Concussion: none
Missile 2
Damage: 200
Concussion: high
Maneuverability: high
Sagittarius hybrid concussion missile
Port: S
velocity: 90m/s
Swarm: 2
Weight: 600kg
total ammo:26 (13 each)
delay: 1
Missile 1
maneuverability: very high
Missile 2
damage: 900
concussion: none
maneuverability very high
damage: 100
concussion: medium high
Mini EMP Shockwave pulse emitter
Emits a visible shock wave, translucent yellow- prevents the use of all energy weapons for 10 seconds (timer starts the second a ship hits the shockwave)
Shockwave velocity: 100m/s
range: 1000 m
energy: 250
delay: 30
Port: s
Weight: 100kg
EMP Shockwave pulse emitter
Emits a visible shock wave, translucent yellow- prevents the use of all energy weapons for 15 seconds (timer begins the second a ship hits the shockwave)
Shockwave velocity: 120m/s
energy: 300
delay: 30
range: 1200m
port: L
weight: 250kg
Pulse color: yellow
Radio-Shockwave pulse emitter
prevents all missile targeting and radars to fail for 15 seconds (beginning once the shockwave hits the ship)
Shockwave velocity: 200m/s
range: 1400m/s
energy: 250m/s
port:S
weight: 200kg
Pulse color: grey
Hydraulic Jammer pulse emitter
halves turbo thrust, thrust, and kills 25% of spin torque for 20 seconds, however increases top and turbo speed by 25m/s
Shockwave velocity: 50/ms
range: 800m
port: L
Weight: 400kg
energy: 300
Pulse color: cyan
Calamity aurasphere pulse emitter
releases an aurasphere, which slows down the speed of all projectiles by 50% as long as it is in the sphere remains in place
Port:L
Range: 800m
Shockwave velocity: 200m/s
Energy: 450
duration: 1 minute
delay: 2 minutes, resets after jump
weight: 1000kg
Cataclysm aurasphere pulse emitter
releases an aurasphere, which slows down the speed of all projectiles by 50% as long as it is in the sphere remains in place
port: s
rangeL 600m
shockwave velocity: 150m/s
energy: 300
duration: 45 seconds
delay: 1 minute thirty seconds, resets after jump
weight: 600kg
Tortoise aurasphere time disruptor
reduces speed and maneuverability of all ships within the sphere by 50%
port:L
shockwave velocity: 100m/s
range: 750m
energy: 450
duration: 1 minute
delay: 2 minutes, resets after jump
weight: 2000kg
Turtle aurasphere time disruptor
Reduces speed and maneuverability of all ships within the sphere by 50%
port: S
Shockwave velocity: 70m/s
Range: 500m
energy: 300
duration: 45 seconds
Delay: 1 minute thirty seconds, resets after jump
weight: 750kg
Graviton Discharger
(visiblibly creates a small sphere around the gun, which then compacts itself inward, and fires)
port:S
velocity: 240m/s
Damage: 1500
delay:.4
mass: 500kg
energy:50
autoaim: very good
Graviton Discharger mk 2
(visiblibly creates a small sphere around the gun, which then compacts itself inward, and fires)
Port:S
velocity: 250m/s
Damage: 1500
delay:.4
mass: 700kg
energy:45
autoaim: very good
Graviton discharger Jumbo
(visiblibly creates a small sphere around the gun, which then compacts itself inward, and fires)
port:L
velocity: 260m/s
Damage: 2000
delay:.6
mass: 500kg
energy:50
autoaim: very good
Majoron blaster
(based off a hypothetical particle created in high energy collisions of electrons) designed to be a low energy consuming, fast firing, efficient weapon for interceptors
port: S
velocity: 300m/s
damage:100
delay: .05
energy:2
mass:200kg
autoaim: good
Majoron blaster mk2
port: S
velocity: 310m/s
damage: 200
speed: .075
energy: 2
mass: 300kg
autoaim: good
Trion cannon
(another particle based blaster which fires three projectiles at once)
port: s
velocity:175m/s
Damage: 250
Speed:.25
energy:7
mass:500kg
autoaim:little
Trion cannon mk2
port:s
velocity:180m/s
Damage:300
Speed:.25
energy:6
mass:400kg
autoaim:average
UIT Trion corporate enforcer UIT ONLY
port:L
velocity: 210m/s
Damage:750
Speed:.6
energy:10
mass:600kg
autoaim: good
Itani Tachyonic Trion Cannon
(designed for the valkyrie, which would fire a total of 9 shots at once) ITANI ONLY
Reverse design of the trion cannon, a slow firing high damage weapon- accelerated by tachyons, beware the speed of this beastial cannon
port:
velocity:230m/s
Damage:175
Speed:.1
energy:2
mass:100kg
autoaim:very good
Serco Mega Trion Cannon SERCO ONLY
port:L
velocity:200m/s
Damage:1000
Speed:.75
energy:10
mass:800kg
autoaim: excellent
Trion cannon HV
port:s
velocity:220m/s
Damage:250
Speed:.2
energy:7
mass:600kg
autoaim:little
Super Trion cannon
port:L
velocity:190m/s
Damage:380
Speed:.3
energy:10
mass:1000kg
autoaim:very good
Super Trion Cannon mk2
port:L
velocity:200m/s
Damage:400
Speed:..28
energy:10
mass:750kg
autoaim: excellent
Feel free to add your own :)
EQUIPMENT DESIGN THREAD:
Shall I start with my plethora of ideas, ready to spice up the game?
All weapons with missing values should be decided by the better judgement of incarnate (it these were to be implemented)
(Based off the Interdictor thread)
https://www.vendetta-online.com/x/msgboard/3/34891
Finalizing the idea:
Territorial interdictor:
(dropped from pirate warthog territorial defenders)
range: 1000m
energy: 50% of capacity
Releases a pulse emitted from the ship, which radiates in the form of a blue tinted sphere at 200m/s, dissipating at 1000m/s, disrupts all warps taking place, and prevents them from happening for the next 5 seconds. can only be used once every thirty seconds.
Short-Circuit Mine
4 capacity
chaotically spinning mine which fires Gatling cannons straight out from 6 different points (one for each degree of freedom). The mine itself spins chaotically along a path (which doesn't move back, rotates at a consistent speed), Which is hard to explain, but i'm sure the majority of you understand. Looks like a "short circuit" because of the Gatling cannons firing wildly.
Range: 450m
Life: 15 minutes
Delay:2.5 seconds
weight: 3000 Kg
Port: L
10-10-10-5-5
Miniature proximity mine
port:S
Damage: 1000
Range: 75m
delay: 1
Weight: 750kg
life: 20m
ammo: 20
7-7-4-2-0
Libra Mine
Port:S
range: 200
Damage: 50% of current health (CURRENT, not TOTAL)
delay: 5
weight: 750kg
life: 20m
Ammo: 6
License: 8-8-2-0-0
Pin Missile rocket swarm
Port: S
20 rockets firing straight with a 0-10 degree angle variation in any direction, each (like an unaimed capitol swarm with less angle variation)
capacity: 200
damage (per missile): 100
autoaim: very little, but exists in slight
speed:100m/s
delay:1
life: 10s
weight: 500
Super Pin missile rocket swarm
Port: L
10 rockets firing straight forward with a 0-6 degree angle variation each
capacity:100
damage per missile: 250
speed: 120m/s
delay: 1.2
Life: 12s
Weight: 1500kg
Tornado rocket swarm
Port: S
5 Missiles firing forward at a 0-5 degree angle variation each
capacity: 30
damage per missile: 350
speed:80m/s
delay:2s
life:20s
weight: 750gk
Whirlwind rocket swarm
Port:L
5 missiles firing forward at a 0-5 degree angle variation each
capacity: 30
Damage per missile: 500
Speed: 80m/s
delay:2.5
Life: 20s
weight: 2000kg
Dominus torpedo
Port:S
Damage: 5000
capacity:10
speed: 40m/s
life: 40
delay:2
weight: 3000kg
Witch Hunter Missile:
Maneuverability: Extremely high
Speed: 100m/s
Delay: 2.5
Fires in bursts of four (.1 sec delay)
damage: 1000, medium strength concussive blast
capacity: 28
very quiet, does not appear on radar or begin beeping until 300m-
Flechette defensive flare
port: S
capacity: 140
target chance: 20% (percent chance that a missile will target the flare instead)
fires: 20 at a time (5m/s) , released from behind at a 0-55 degree angle (each)
effective radius: 400m (missiles further away than this will not target a flare)
Rocket radius: 20m (range a rocket or torpedo needs to be to be triggered by a flare)
Life: 15 seconds
Damage: 10 (if hit) very slight concussive blast
glare: very low (how dazzlingly annoying the flare is)
Big Red One, Big blue one, Big Yellow one. (defensive flare)
Nation specific flares, 601+ rep needed.
Port:L, Capital Flare turret- same stats 25 grid, turret
Target Chance: 60%
Effective radius: 900m
Life: 45 seconds
ammo: 10
delay: 3
damage: minor concussive blast, 50dmg
rocket radius: 35m
ejection speed: 3m/s
Glare: Very high (glow color is according to name)
Little Red One, Little Blue One, Little Yellow One (defensive flare)
Port S, Flare turret, same stats
Target chance: 50%
Effective radius: 700m
Life: 35 seconds
Damage: Slight concussive blast, 25 dmg (half force of L port version)
Rocket radius: 25m
Election speed: 6m/s
ammo:14
delay: 2.75
glare: high (glow color according to name)
Maelstrom Jammer flare
Port: S, L (identical, L port version "Super Maelstrom Jammer Flare"
Spectral jammer flare james signals.
It is a special chaotic flare which does one of the following effects, while acting normally as a flare
1000m range, effects apply to everything within the range
cause all missiles to stop targeting and move forward in a straight path, until dissapation
cause all objects on the radar to become jammed, and nothing is targetable or visible
cause all wormholes to become invisible due to radar jam
turn all mines , missiles, and target warning systems to become invisible.
cause all ordinance in the area to explode
prevent turbo from being activated for thirty seconds
Ammo:10
delay: 3
Launch speed: 5m/s
damage: Chaotic 1-1000
Concussion: Chaotic Slight to major
Rocket radius: 30m
target chance: Chaotic
Glare: Chaotic
Life: Chaotic 20+ Seconds
Bearcat Counter-Missile Swarm
Port: L
Essentially a chos swarm individually choose a target missile (the missiles don't chose dupe targets), and detonate itself into it, thus destroying it.
Swarm: 12
Ammo: 84
velocity: 120 m/s
Maneuverability: high
Damage: 100
Concussion: high
delay: 2.5
Splash: 150
detonation radius: 50
(will not detonate against ships)
Heartrender Counter-Missile
Port: L
Swarm: 3 (one straight, one spreads gradually 50m left, one spreads gradually 50m right)
Ammo: 30
Velocity: 150
Maneuverability: medium
Damage: 100
Concussion: medium
Splash: 100
Detonation radius: 120
delay: 4
(will not detonate against ships)
Miniature Shield Gatling turret
fires tiny shields (2.5m across), capable of detonating ordinance
Delay: .05
spread: 0-5 degrees
autoaim: good
Velocity: 185m/s
Weight: 2000kg
grid: 6
damage:1
Quad Plasma Devastator Turret (capitol)
Dual Corvus Widowmaker turret,
Chaos Swarm turret,
Concussion railgun turret,
Quad MegaPosi Turret (capitol)
Like so.
Bull Rush Concussion missile
Port: L
velocity: 100m/s
Swarm: 2
ammo: 36
Concussion: Medium-high
Maneuverability: Low
weight: 1200 kg
Delay: .5
Damage: 300
Wolverine Concussion Concussion Missile
Port: S
Velocity: 120m/s
Swarm: 2
Ammo: 24
Concussion: Medium
Maneuverability: Medium-Low
Delay: .5
Weight: 350kg
damage: 200
Sphinx hybrid concussion missile
Port: L
Velocity: 70m/s
swarm: 2, (2m apart)
Total ammo: 20 (10 each)
weight: 1500 kg
delay: 1
Missile 1
Damage: 1250
Maneuverability: high
Concussion: none
Missile 2
Damage: 200
Concussion: high
Maneuverability: high
Sagittarius hybrid concussion missile
Port: S
velocity: 90m/s
Swarm: 2
Weight: 600kg
total ammo:26 (13 each)
delay: 1
Missile 1
maneuverability: very high
Missile 2
damage: 900
concussion: none
maneuverability very high
damage: 100
concussion: medium high
Mini EMP Shockwave pulse emitter
Emits a visible shock wave, translucent yellow- prevents the use of all energy weapons for 10 seconds (timer starts the second a ship hits the shockwave)
Shockwave velocity: 100m/s
range: 1000 m
energy: 250
delay: 30
Port: s
Weight: 100kg
EMP Shockwave pulse emitter
Emits a visible shock wave, translucent yellow- prevents the use of all energy weapons for 15 seconds (timer begins the second a ship hits the shockwave)
Shockwave velocity: 120m/s
energy: 300
delay: 30
range: 1200m
port: L
weight: 250kg
Pulse color: yellow
Radio-Shockwave pulse emitter
prevents all missile targeting and radars to fail for 15 seconds (beginning once the shockwave hits the ship)
Shockwave velocity: 200m/s
range: 1400m/s
energy: 250m/s
port:S
weight: 200kg
Pulse color: grey
Hydraulic Jammer pulse emitter
halves turbo thrust, thrust, and kills 25% of spin torque for 20 seconds, however increases top and turbo speed by 25m/s
Shockwave velocity: 50/ms
range: 800m
port: L
Weight: 400kg
energy: 300
Pulse color: cyan
Calamity aurasphere pulse emitter
releases an aurasphere, which slows down the speed of all projectiles by 50% as long as it is in the sphere remains in place
Port:L
Range: 800m
Shockwave velocity: 200m/s
Energy: 450
duration: 1 minute
delay: 2 minutes, resets after jump
weight: 1000kg
Cataclysm aurasphere pulse emitter
releases an aurasphere, which slows down the speed of all projectiles by 50% as long as it is in the sphere remains in place
port: s
rangeL 600m
shockwave velocity: 150m/s
energy: 300
duration: 45 seconds
delay: 1 minute thirty seconds, resets after jump
weight: 600kg
Tortoise aurasphere time disruptor
reduces speed and maneuverability of all ships within the sphere by 50%
port:L
shockwave velocity: 100m/s
range: 750m
energy: 450
duration: 1 minute
delay: 2 minutes, resets after jump
weight: 2000kg
Turtle aurasphere time disruptor
Reduces speed and maneuverability of all ships within the sphere by 50%
port: S
Shockwave velocity: 70m/s
Range: 500m
energy: 300
duration: 45 seconds
Delay: 1 minute thirty seconds, resets after jump
weight: 750kg
Graviton Discharger
(visiblibly creates a small sphere around the gun, which then compacts itself inward, and fires)
port:S
velocity: 240m/s
Damage: 1500
delay:.4
mass: 500kg
energy:50
autoaim: very good
Graviton Discharger mk 2
(visiblibly creates a small sphere around the gun, which then compacts itself inward, and fires)
Port:S
velocity: 250m/s
Damage: 1500
delay:.4
mass: 700kg
energy:45
autoaim: very good
Graviton discharger Jumbo
(visiblibly creates a small sphere around the gun, which then compacts itself inward, and fires)
port:L
velocity: 260m/s
Damage: 2000
delay:.6
mass: 500kg
energy:50
autoaim: very good
Majoron blaster
(based off a hypothetical particle created in high energy collisions of electrons) designed to be a low energy consuming, fast firing, efficient weapon for interceptors
port: S
velocity: 300m/s
damage:100
delay: .05
energy:2
mass:200kg
autoaim: good
Majoron blaster mk2
port: S
velocity: 310m/s
damage: 200
speed: .075
energy: 2
mass: 300kg
autoaim: good
Trion cannon
(another particle based blaster which fires three projectiles at once)
port: s
velocity:175m/s
Damage: 250
Speed:.25
energy:7
mass:500kg
autoaim:little
Trion cannon mk2
port:s
velocity:180m/s
Damage:300
Speed:.25
energy:6
mass:400kg
autoaim:average
UIT Trion corporate enforcer UIT ONLY
port:L
velocity: 210m/s
Damage:750
Speed:.6
energy:10
mass:600kg
autoaim: good
Itani Tachyonic Trion Cannon
(designed for the valkyrie, which would fire a total of 9 shots at once) ITANI ONLY
Reverse design of the trion cannon, a slow firing high damage weapon- accelerated by tachyons, beware the speed of this beastial cannon
port:
velocity:230m/s
Damage:175
Speed:.1
energy:2
mass:100kg
autoaim:very good
Serco Mega Trion Cannon SERCO ONLY
port:L
velocity:200m/s
Damage:1000
Speed:.75
energy:10
mass:800kg
autoaim: excellent
Trion cannon HV
port:s
velocity:220m/s
Damage:250
Speed:.2
energy:7
mass:600kg
autoaim:little
Super Trion cannon
port:L
velocity:190m/s
Damage:380
Speed:.3
energy:10
mass:1000kg
autoaim:very good
Super Trion Cannon mk2
port:L
velocity:200m/s
Damage:400
Speed:..28
energy:10
mass:750kg
autoaim: excellent
Feel free to add your own :)
-1
You need to make a thread per suggestion. What is the purpose of these new weapons? How do they balance against existing weapons?
Your Libra Mine makes no sense. Why would a mine exist to take 50% damage of current health? No one would deploy it.
Most of your weapons seem not to be based on existing game technology, which would be much harder to implement. This being the case, you need to provide a better reason for them to exist.
You need to make a thread per suggestion. What is the purpose of these new weapons? How do they balance against existing weapons?
Your Libra Mine makes no sense. Why would a mine exist to take 50% damage of current health? No one would deploy it.
Most of your weapons seem not to be based on existing game technology, which would be much harder to implement. This being the case, you need to provide a better reason for them to exist.
The delay of the big red one should clearly be 4, not 3, what were you thinking??? omg
-1
This thread is also a testament to how new you are to VO. If you're not new, you would know that Incarnate is very hesitant to add new weapons.
Existing weapons are carefully balanced. Adding a new weapon requires rigorous testing to mitigate the risk of rendering existing weapons useless or too OP. He doesn't have time for that shit, unfortunately.
This thread is also a testament to how new you are to VO. If you're not new, you would know that Incarnate is very hesitant to add new weapons.
Existing weapons are carefully balanced. Adding a new weapon requires rigorous testing to mitigate the risk of rendering existing weapons useless or too OP. He doesn't have time for that shit, unfortunately.
I suggest we all pick the three best suggestion so he can make a thread where the discussion of their merits/flaws does not take a month.
Radio-Shockwave pulse emitter. +1
Counter missile swarms. +1
Pin Missile rocket swarm +1
EMP Shockwave pulse emitter -1
aurasphere time disruptor -1
Libra Mine -1
Radio-Shockwave pulse emitter. +1
Counter missile swarms. +1
Pin Missile rocket swarm +1
EMP Shockwave pulse emitter -1
aurasphere time disruptor -1
Libra Mine -1
Joyless, this is Suggestions. Feel free to discuss the pros and cons of the mechanics of a suggestion, but please refrain from speaking for the devs or pointing out how new you think someone is.
@Joylessjoker, this is simply a suggestion thread. I did not design them to be balanced, other than the pin missile, counter swarms, and the mines (other than the libra, which was just an idea designed around the name, rather the name being designed around the weapon)
Whistler literally beat me to it by a minute.
However I believe that the current weapons are too narrow in spectrum. By adding these weapons, no weapon can be considered unanimously superior to another. These would certainly spice up the game, and give a massive variety of weapons for dogfighters, mercenaries, deneb nationalists, traders, and pirates alike. I specifically designed all in the view of class superiority- each weapon is superior in its class, which cannot be compared to other weapons (ect missiles can easily be compared to other missiles, until concussion and hybrid concussion missiles were implemented).
-------> And i'm not new, i've been around for a couple years. I'm just incredibly enthusiastic in making the game more interesting, and killing unanimous weapon superiority.
-------> And i'm not new, i've been around for a couple years. I'm just incredibly enthusiastic in making the game more interesting, and killing unanimous weapon superiority.
However I believe that the current weapons are too narrow in spectrum. By adding these weapons, no weapon can be considered unanimously superior to another.
It doesn't appear that you understand or appreciate the delicate, difficult process of creating a balance among asymmetrical abilities and powers of diverse weapons.
It's very easy to accidentally create a weapon that's too OP. When there's a weapon that's too OP, everyone is forced to use it if they want to win fights. Then when you go and nerf that, some other setup becomes OP. Repeat and rinse. It's a fucking endless chain.
Right now we have a set of balanced weapons, more or less, that took quite a bit of tinkering. Don't try to fix something that's already working fine.
It doesn't appear that you understand or appreciate the delicate, difficult process of creating a balance among asymmetrical abilities and powers of diverse weapons.
It's very easy to accidentally create a weapon that's too OP. When there's a weapon that's too OP, everyone is forced to use it if they want to win fights. Then when you go and nerf that, some other setup becomes OP. Repeat and rinse. It's a fucking endless chain.
Right now we have a set of balanced weapons, more or less, that took quite a bit of tinkering. Don't try to fix something that's already working fine.
There aren't many weapons in the game yes, but these few weapons make up hundreds of different combinations, most of which do not create any extreme unbalance and their effectiveness depends on whoever uses them.
A few new weapons, such as the "Interdictor" would make the game play a bit more fun while a few would be the exact same weapons that exist in the game but with slightly different stats. Some such as the "Majoron Blaster" that you stated having a 310 m/s velocity and only a energy usage of 2 would easily imbalance the game.
A few new weapons, such as the "Interdictor" would make the game play a bit more fun while a few would be the exact same weapons that exist in the game but with slightly different stats. Some such as the "Majoron Blaster" that you stated having a 310 m/s velocity and only a energy usage of 2 would easily imbalance the game.
Majoran blaster should have been 210, not 310
NarWalrus, in all seriousness -- you are better off choosing one or two of your best/favorite ideas from your list and making a separate thread for each -- stating why each is a good idea. Combo threads like this might be fun to compile, and most of us have done them at one point in time, but they are the least constructive way of discussing new ideas.
I'm still hoping for Gauss Cannon MkIV.
Oh I've wanted that forever.