more weapon tactics

General discussion about the game.
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the Scientist
Posts: 13
Joined: Wed Sep 19, 2012 7:13 am

more weapon tactics

Post by the Scientist »

i want more weapon tactics.
make it so that you can infuse your weapons rack with more power than they need to shorten the reload time on the offchance to overheat your weapons and sustain weapon system damage.
UberFubarius
Posts: 54
Joined: Tue Sep 25, 2012 5:31 pm

Re: more weapon tactics

Post by UberFubarius »

I like this idea. Although a few tweaks/expansion might make it a bit more lively.

Each system can overload to double the maximum power allowed for them (turning existing power bar orange?).
Effective, once all system is powered, you can "overload" them by adding additional power (which turns the power bar from green to orange).
Different system have different "overload" effect.

Overload Bonus:
Weapon: Up to 50% faster charge rate (when all power bar for a weapon is "overloaded", else the improvement is scaled linearly, overload starts from left-most weapon first).
Shield: Up to 40% chance of shield not depleting when hit.
Engine: Up to 25% more evasion (multiplicative, not additive).
Life Support: Up to 100% Oxygen Generation Rate.
Cloak: Up to 100% Cloak time.
Artillery Beam: Up to 100% charge rate (reduce charge time by half).

Some system have different behavior when overloaded:
Weapon/Shield/Engine/Life Support: System receive damage proportional to how much its overloaded. At max overload (all power-bars used are overloaded), system sustain 1 subsystem damage per 8 seconds (as if they're attacked by boarder). The damage is scaled linearly (so if a 4 power-bar system has 2 power bar loaded, it deals 0.5 subsystem damage per 8 seconds, or 1/16 seconds). Weapons is unique in that it can receive max overload damage even if all the weapon system power is not used, and the subsystem .

Cloak: Once cloak depletes. It suffers ion damage + damage equal to the number of power-bar overload (so if you max overload a level 3 cloak, it suffers ion damage + 3 points of subsystem damage).

Artillery Beam: Same as cloak. But the damage occurs after firing.


For all systems, subsystem damage caused by overload can cause one or more of the following (multiple can happen, as each individual chance is independent).
1. Start a fire in room - 50% chance.
2. Deals damage to crew in the room - 50% chance, 10 points damage?


For all system, removing all overload from a system will cause 1 ion damage to it IF the system has sustained partial sub-system damage. For that reason, this only matter for Weapon/Shield/Engine/Life Support (subsystem damage is dealt incrementally).


The goal for the overload for non-weapon system is that it provide added tactical choice (didn't upgrade the engine enough? You can overload it. The cost is that if the overload didn't let you win your battle early, you can potentially cripple yourself in the latter part of the battle).
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