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 Two sets of guns... 
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Just like the dampeners and thrusters, i would like there to be two sets of weps/guns and currently we have cannon's, my addition to the weps/guns would be Missiles, more specifically AAM's (Air - To - Air Missile), now these wouldn't be like the ones we have in RL, these would be much more advanced and futuristic. And thrusters are used to evade so i was thinking that these AAM's or missiles could have a secondary effect to reduce a players def by a %, since they will follow u and they are extremely hard to evade. Any thoughts?

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Sat Feb 04, 2012 1:40 am
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+1

Could be a new weapon that has a % chance to lower the defense of a defending player (say for just a few minutes or five minutes)!

This could be an answer to what PvPers have been wanting. People want a +% when attacking to counter the +% when defending modules ... well, these AAMs could be like the gemini cannons in a sense; they have a % chance at being set off (like the gemini), but instead of doing additional flat damage, lower the defense of the player for say 5 minutes (that way it would be the 'duration' of the attacking players attempt to disable, but wouldn't be so bad that it cripples the defending player). The effect shouldn't stack though of course.

Edit: I don't think it needs a whole new section of weapons though, but this would be a good idea for new modules (like the gemini cannons)

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Last edited by Vette on Sat Feb 04, 2012 1:51 am, edited 1 time in total.



Sat Feb 04, 2012 1:50 am
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+1 love it but needs a limit like 2 slots for missile's

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Sat Feb 04, 2012 1:50 am
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Just one small thing...how can you have air to air missiles when there's no air? :P

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Sat Feb 04, 2012 1:54 am
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Rarek wrote:
Just one small thing...how can you have air to air missiles when there's no air? :P


They are called Air to Air Missles because, they are deployed from an aircraft in the air to another aircraft. They don't require air to move towards the target. Yes in space there is no air but they would still fly perfect in space, and as i said these would be more advanced than the ones we have in RL, and would look more futuristic.

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Sat Feb 04, 2012 2:02 am
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Zargor wrote:
Rarek wrote:
Just one small thing...how can you have air to air missiles when there's no air? :P


They are called Air to Air Missles because, they are deployed from an aircraft in the air to another aircraft. They don't require air to move towards the target. Yes in space there is no air but they would still fly perfect in space, and as i said these would be more advanced than the ones we have in RL, and would look more futuristic.

I'm aware of that. I'm just laughing at the fact that there's no air in space. Similarly you can have ASMs or SAMs (Air-to-Surface Missiles, or Surface-to-Air Missiles). There isn't an SSM, simply because they're just called intercontinentals, or ballistic.

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Sat Feb 04, 2012 2:05 am
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to add another small idea to a pretty good idea, what if when we have missile, we have 3 forms of attack. we have attack using standard energy weapons for 2 energy, attack using missiles for 5 energy, and attack using both for 8 energy. Obviously, the missiles would have to be rather powerful, and they would have to have more equippable slots than just 2... i was thinking more along the lines of between 5 and 8 aa missile turrets. tactical officers would of course affect both, but perhaps at a slight penalty. energy weapon usage would get more of a penalty than say aa missile use, and to use both at the same time would get zero tactical officer penalty. Think of it as some officers are assigned to the beams, others are assigned to the missiles. Essentially what this will do is make players decide if they want to go with energy weapons, which should be weaker, and have the largest penalty on tactical officers, but only at the cost of 2 energy, or if they want to go with missiles, which should have more attack, but a similar penalty, for about the same cost as we do now, or do they want to unleash their full attack power at the cost of 8 energy?

However, while defending, players would automatically recieve the full benefits of using both the energy weapons and aa missiles, with a zero penalty to tac officers. this would keep the defense aspect in pvp, but it would essentially cost the player more energy if they want to combat players or npcs at their full strength. If youre fighting say, a player that stole a planet, or a low ranked boss, then you can stick to energy weapons. youll most likely be hitting the damage cap anyway. but if youre going after say, higher ranked players, or bosses that you just meet the minimum requirements to see, then you can go full force with both missiles and energy weapons.

Think of using both as a 'power attack'. the missiles would be standard, and energy weapons would be a 'light attack'. i know personally, i hate it when an npc has maybe 2-5 hp left, and i think to myself, wow. i was doing 600-1000 damage to this npc, why do i have to waste 5 whole energy to kill it off for 2-5 health?

great idea though. the whole idea of different types of weapons was lost in the shuffle back when the aidonium based research items were released. i'm glad someone brought it up again.

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Sat Feb 04, 2012 2:13 am
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Rarek wrote:
Zargor wrote:
Rarek wrote:
Just one small thing...how can you have air to air missiles when there's no air? :P


They are called Air to Air Missles because, they are deployed from an aircraft in the air to another aircraft. They don't require air to move towards the target. Yes in space there is no air but they would still fly perfect in space, and as i said these would be more advanced than the ones we have in RL, and would look more futuristic.

I'm aware of that. I'm just laughing at the fact that there's no air in space. Similarly you can have ASMs or SAMs (Air-to-Surface Missiles, or Surface-to-Air Missiles). There isn't an SSM, simply because they're just called intercontinentals, or ballistic.


Oh u were being sarcastic *slaps face*, and i didn't even pick it with the razz.

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Sat Feb 04, 2012 2:15 am
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i feel missile should be more of an artifact.
something that u can buy in bulk with cred/mineral once the specific tech is unlocked, or is fairly easily obtainable(or each time u get them, in large quantity)

firing a missile takes 3-5 energy, the missle have an attack power of its own as well as a minmal-dmg-cap(that is to say, if target ship's dmg cap is below this number, this number is used as the damage cap instead), neither stat can be changed/boosted in any way.

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Sat Feb 04, 2012 7:43 am
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Vekno wrote:
to add another small idea to a pretty good idea, what if when we have missile, we have 3 forms of attack. we have attack using standard energy weapons for 2 energy, attack using missiles for 5 energy, and attack using both for 8 energy. Obviously, the missiles would have to be rather powerful, and they would have to have more equippable slots than just 2... i was thinking more along the lines of between 5 and 8 aa missile turrets. tactical officers would of course affect both, but perhaps at a slight penalty. energy weapon usage would get more of a penalty than say aa missile use, and to use both at the same time would get zero tactical officer penalty. Think of it as some officers are assigned to the beams, others are assigned to the missiles. Essentially what this will do is make players decide if they want to go with energy weapons, which should be weaker, and have the largest penalty on tactical officers, but only at the cost of 2 energy, or if they want to go with missiles, which should have more attack, but a similar penalty, for about the same cost as we do now, or do they want to unleash their full attack power at the cost of 8 energy?

However, while defending, players would automatically recieve the full benefits of using both the energy weapons and aa missiles, with a zero penalty to tac officers. this would keep the defense aspect in pvp, but it would essentially cost the player more energy if they want to combat players or npcs at their full strength. If youre fighting say, a player that stole a planet, or a low ranked boss, then you can stick to energy weapons. youll most likely be hitting the damage cap anyway. but if youre going after say, higher ranked players, or bosses that you just meet the minimum requirements to see, then you can go full force with both missiles and energy weapons.

Think of using both as a 'power attack'. the missiles would be standard, and energy weapons would be a 'light attack'. i know personally, i hate it when an npc has maybe 2-5 hp left, and i think to myself, wow. i was doing 600-1000 damage to this npc, why do i have to waste 5 whole energy to kill it off for 2-5 health?

great idea though. the whole idea of different types of weapons was lost in the shuffle back when the aidonium based research items were released. i'm glad someone brought it up again.


That's not a bad idea.

Uy23e wrote:
i feel missile should be more of an artifact.
something that u can buy in bulk with cred/mineral once the specific tech is unlocked, or is fairly easily obtainable(or each time u get them, in large quantity)

firing a missile takes 3-5 energy, the missle have an attack power of its own as well as a minmal-dmg-cap(that is to say, if target ship's dmg cap is below this number, this number is used as the damage cap instead), neither stat can be changed/boosted in any way.


Well imagine if we all could go into space for example and we had ships and such, u wouldn't get an artifact and say i use this artifact now i have the ability to use missiles, they should be a ship mod. There could be another research chain or an extended section to the "Advanced Weapons" section, and that there are more further Advanced AAM's the more tiers u research, the ship limit could be 2-4, as i said one of the effects could be lowering an opponents def by a %, we could consider Vekno's idea with this idea of mine. But yeah NO artifact.

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Sat Feb 04, 2012 10:17 am
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So 10 weapons over all? I think they should give a flat increase to invasion attack to (nuke 'em!)

So it could start with:

Space Ordanance Launcher
Size:5
Attack:5 -5% to enemy defense (tracking systems, doesn't stack)

And eventually get to:

Quasi-Chaotic Missle System
Size:50
Attack:600 -10% to enemy defense (stacks)

Having 2 of these would stop it becoming unbalanced, and counters Trinity Core's

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Last edited by Bluecifer on Sat Feb 04, 2012 2:29 pm, edited 1 time in total.



Sat Feb 04, 2012 10:27 am
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Bluecifer wrote:
I think they should give a flat increase to invasion attack to (nuke 'em!)

So it could start with:

Space Ordanance Launcher
Size:5
Attack:5

And eventually get to:

Quasi-Chaotic Missle System
Size:50
Attack:600

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i do think we should have 8 of these though... that way we can have half and half weapons just like the defense and cloak system.

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Sat Feb 04, 2012 10:37 am
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Bluecifer wrote:
So 10 weapons over all? I think they should give a flat increase to invasion attack to (nuke 'em!)

So it could start with:

Space Ordanance Launcher
Size:5
Attack:5

And eventually get to:

Quasi-Chaotic Missle System
Size:50
Attack:600


That's very nice but don't forget the secondary effects. How bout with them Quasi-Chaotic Missle System's the secondary effect/s could be..."Reduce" enemy players defense by 20% while u are using the Quasi-Chaotic Missles (using Vekno's idea to choose between missiles and the cannons) and increasing invasion attack by 200 (coz well the missiles are powerfull so they should have a big amount to invasion, maybe it could be more than 200, maybe 400 or something, but yeah definitely these 2 effects).

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Sat Feb 04, 2012 10:43 am
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Edited ma post

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Sat Feb 04, 2012 2:30 pm
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Zargor wrote:
Just like the dampeners and thrusters, i would like there to be two sets of weps/guns and currently we have cannon's, my addition to the weps/guns would be Missiles, more specifically AAM's (Air - To - Air Missile), now these wouldn't be like the ones we have in RL, these would be much more advanced and futuristic. And thrusters are used to evade so i was thinking that these AAM's or missiles could have a secondary effect to reduce a players def by a %, since they will follow u and they are extremely hard to evade. Any thoughts?


The military term for them is ATA Missiles.

+1 to this idea, also to add on to this, why not allow them to deal increased damage to hull, and a higher cloak can render them useless?

Velocity Missiles
Size: 5
Attack: 50 (75 attack when damaging hull)

Dark Matter Missiles
Size: 10
Attack: 125 (175 when damaging hull)

Atmospheric Decimator Missiles
Size: 10
Attack: 50 (Invasion Attack 200)

Flares Artifact
Duration: 2 hours
Effect: Throws flares into space which have a 75% chance at diverting incoming missiles.

Interceptor Missiles Planetary Module
Size: 1
Defense: 150, (renders 1 Missile module on an invader's ship useless during the invasion)
Limit: 2 per planet

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Sat Feb 04, 2012 2:37 pm
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playret0195x wrote:
Zargor wrote:
Just like the dampeners and thrusters, i would like there to be two sets of weps/guns and currently we have cannon's, my addition to the weps/guns would be Missiles, more specifically AAM's (Air - To - Air Missile), now these wouldn't be like the ones we have in RL, these would be much more advanced and futuristic. And thrusters are used to evade so i was thinking that these AAM's or missiles could have a secondary effect to reduce a players def by a %, since they will follow u and they are extremely hard to evade. Any thoughts?


The military term for them is ATA Missiles.

+1 to this idea, also to add on to this, why not allow them to deal increased damage to hull, and a higher cloak can render them useless?

Velocity Missiles
Size: 5
Attack: 50 (75 attack when damaging hull)

Dark Matter Missiles
Size: 10
Attack: 125 (175 when damaging hull)

Atmospheric Decimator Missiles
Size: 10
Attack: 50 (Invasion Attack 200)

Flares Artifact
Duration: 2 hours
Effect: Throws flares into space which have a 75% chance at diverting incoming missiles.

Interceptor Missiles Planetary Module
Size: 1
Defense: 150, (renders 1 Missile module on an invader's ship useless during the invasion)
Limit: 2 per planet


Have a look at this > http://en.wikipedia.org/wiki/Air-to-air_missile

And your ideas are nice. And i never said there couldn't be an effect to do increased hull damage, all i said was there should be an effect to reduce an enemies defense by a %.

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Sat Feb 04, 2012 3:19 pm
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Zargor wrote:
playret0195x wrote:
Zargor wrote:
Just like the dampeners and thrusters, i would like there to be two sets of weps/guns and currently we have cannon's, my addition to the weps/guns would be Missiles, more specifically AAM's (Air - To - Air Missile), now these wouldn't be like the ones we have in RL, these would be much more advanced and futuristic. And thrusters are used to evade so i was thinking that these AAM's or missiles could have a secondary effect to reduce a players def by a %, since they will follow u and they are extremely hard to evade. Any thoughts?


The military term for them is ATA Missiles.

+1 to this idea, also to add on to this, why not allow them to deal increased damage to hull, and a higher cloak can render them useless?

Velocity Missiles
Size: 5
Attack: 50 (75 attack when damaging hull)

Dark Matter Missiles
Size: 10
Attack: 125 (175 when damaging hull)

Atmospheric Decimator Missiles
Size: 10
Attack: 50 (Invasion Attack 200)

Flares Artifact
Duration: 2 hours
Effect: Throws flares into space which have a 75% chance at diverting incoming missiles.

Interceptor Missiles Planetary Module
Size: 1
Defense: 150, (renders 1 Missile module on an invader's ship useless during the invasion)
Limit: 2 per planet


Have a look at this > http://en.wikipedia.org/wiki/Air-to-air_missile

And your ideas are nice. And i never said there couldn't be an effect to do increased hull damage, all i said was there should be an effect to reduce an enemies defense by a %.


wasn't trying to correct you or anything but i just wanted to add on to the idea

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Sat Feb 04, 2012 3:24 pm
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playret0195x wrote:
wasn't trying to correct you or anything but i just wanted to add on to the idea


It's ok, i know your trying to add to the idea which is good, the more support and ideas get chucked around the more possible this idea would eventually get implemented.

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Sat Feb 04, 2012 3:29 pm
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Zargor wrote:
playret0195x wrote:
wasn't trying to correct you or anything but i just wanted to add on to the idea


It's ok, i know your trying to add to the idea which is good, the more support and ideas get chucked around the more possible this idea would eventually get implemented.


it also depends on the community's decision. If most people like it, this idea is most likely to get approved if not, then vice versa.

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Sat Feb 04, 2012 3:30 pm
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-1 with where this is heading.

This is turning into an overhaul of how the system works for weapons. Missiles are a nice idea, but adding in a whole new set means:

1. Whole new tree of researching (not bad, but not fun when you consider the amount of time to get there) ... also, are there any defense modules against Missiles? If so, that's a second research tree.
2. Whole new group of modules with large upkeeps. These can't be low upkeep with how they're looking with current suggestions. My upkeep is 16.1bil ... that's more than the Dysonia base upkeep.
3. New dynamics, new buffs, new debuffs, new planet buildings ... that will add up to a lot of time spent, a lot of money, a lot of reworking on planets, etc etc etc.


I think missiles would be nice and interesting ... as an Offensive Gemini Cannon/Offensive Trinity-Drive type of thing. As a whole new weapon system, that will take a lot of time and personally I thinking trying to make a gigantic leap there will decrease the chance of it happening.


This started out as an interesting idea that people have been asking for: Offensive Module(s) similar to the Gemini Cannons/Trinity-Drives, but acting when the player is attacking. That was an awesome idea and held true to real world ideas (seeking missiles, ATAs, etc).

Now? The idea is overhauling a good portion of the weapons system and a few ideas altering battles. That's a pretty far fetched leap, -1 in that form.


Just my $0.02

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Sat Feb 04, 2012 4:33 pm
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