Forums » Suggestions

Tesla Emitters/Arc Cannons

Nov 25, 2023 CuteLittleAvali link
Hear me out, multi-target lightning-based weaponry! Envision this:

A weapon which does low single-target damage, but can fire upon up to 5 targets simultaneously. The Emitter would have to have a high power grid usage, and would need to be a hard weapon to find and obtain. Possibly through an extremely rare drop, or a secret mission tree. The suggested weapon stats are below, although as the developers, you guys can review and change the idea as you wish.

Reload: 0.5s
Damage: 100-200 to each target
Energy: 20-30/shot

There are some stats I have left out, because I dont exactly have an understanding of them. Try to take this weapon idea with an open mind. I really do like the idea and hope it catches on.
Nov 25, 2023 Luxen link
I think the devs are against hitscan style weapons, and the game doesn't have a way to multi-target (and I don't wanna even guess at how annoying it could be to implement that into the interface). Personally, I think this kind of weapon should be available but only to NPCs, but lets ignore that for now...

However, there are lightning mines, and i've had a related idea for a potential hive bot, which I suppose i'll post in a bit to finally get it out there.

If we do follow the existing lightning mine route, then basically, you're attaching a lightning mine to your ship's hull and attaching its conduits to your ship's battery. I'd want some incredible nerfs to keep this kind of thing balanced...

Energy +> 75/s while active
Weight -> 2000kg
Range => 100m
damage -> 1000/s

Additionally, I agree in it being difficult to make and or acquire. If such a thing were manufacturable, i'd hope that it could be built at both conquerable manufacturing facilities and the more expensive faction-owned facilities, obviously with a near-excessive uptick in exchange for the latter.

EDIT:
Oh, and that the visual representation of "lightning" would need an upgrade.

EDIT EDIT:
Ahhh, so over discord, I got it somewhat wrong both times. Basically, this:
You fire a projectile that effectively spawns a lmine's effect on-impact. You zap nearby targets like you want, but still need to hit the primary target. You also have a lot less dev work (or so i'd hope) since you're piggybacking off an existing mechanic instead of making a new unique one.

Yeah, I can support that. Given that usage scenario, it can be a bit more forgiving to build and equip.