Well it's lower than the beam isn't it =P
Also think, if you have a burst IV you get several attempts at hitting. So overall a higher hit chance of doing *something* than if its a one-shot weapon doing 5 damage.
I could of used more accurate grammar to convey my ideas.
all plasma weapons should have 1 shot.
Plasma Weapons
- Knightmarez
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Re: Plasma Weapons
Last edited by Knightmarez on Sun Dec 01, 2013 9:24 pm, edited 1 time in total.
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Re: Plasma Weapons
I disagree, you should make burst plasma.
- Knightmarez
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- Joined: Fri Nov 08, 2013 3:30 am
Re: Plasma Weapons
How many shots ....defiantly 4 power though.....
2? 3?
It must have a loooooong reload time if it's going to be a multi-shot Plasma.....
Each shot would do 1 ion damage one system damage 1 damage.
2? 3?
It must have a loooooong reload time if it's going to be a multi-shot Plasma.....
Each shot would do 1 ion damage one system damage 1 damage.
- R4V3-0N
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Re: Plasma Weapons
old.
I
II
III
Beam (4 energy+ ) (can't change beam projectile, a red beam isn't really that fitting)
^ so far
burst I = similar to plasma I, but fires 2 shots - 3 energy
burst II = similar to plasma 1, but fires 3 shots - 4 energy
Plasma missile warheads = similar effects as plasma but with missile characteristics.
I
II
III
Beam (4 energy+ ) (can't change beam projectile, a red beam isn't really that fitting)
^ so far
burst I = similar to plasma I, but fires 2 shots - 3 energy
burst II = similar to plasma 1, but fires 3 shots - 4 energy
Plasma missile warheads = similar effects as plasma but with missile characteristics.
R4V3-0N, a dreamer.
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: Plasma Weapons
hmm....yeah you are right a red beam is terrible, even with a blue hit-fire-thing......
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
AUTOCANNON'R'US
http://www.youtube.com/watch?v=EKVp2BRbbrM
skip to 7:05 to see it in action.
It's basically a rapid fire burst laser than fires faster....but consumes missiles.
Early levels it seems op, but later on when there are more shields...its more ammo being wasted on regenerating shields.
I'm thinking the theme for these weapons should be ,
->1 missile = multipul bullet salvos
->Always takes 1 power
->Rapid rate of fire
Since all version of the weapon would take 1 power, instead make it so that the different guns shoot different bullets!
'bullet' means 1 of the 4 salvos. In the video 4 salvos are fired per round (missile).
Here should be the stats of each weapon per bullet
===Standard Autocannon: yellow bullets
. 1 hull damage
. 1 shield damage
. 1 system damage
. Low breach chance
. 0 fire chance
===Armour piercing Autocannon: White tipped bullets.
.1 hull damage
.1 shield piercing
.1 High breach chance
.0 fire chance
.0 system damage (punches cleanly though)
===Emp Autocannon: Blue tipped bullets.
.0 hull damage
.0 shield damage
.0 breach chance
.0 fire chance
.1 system damage
.1emp damage
===Incendary Autocannon: Orange tipped bullets.
.1 hull damage
.1 shield damage
.0 breach chance
.0 system damage
. High fire chance
=== Hollow point Autocannon : Green bullets
. 1 hull damage, 2x on systemless rooms
. 0 shield damage.
. 0 breach chance
. 0 system damage
. 0 fire chance.
Hollow point.
Like the sound of this idea my fellow captains? They seam overpowered but if you watch the video he guy swaps to other weapons because it eats though ammo SO FAST....which is exactly how an auto-cannons should work and FEEL.
I feel this weapon list would be balanced, fits fine within the in-game lore, and doesn't overlap with other weapon systems (...missiles all get shield peircing, emp/shotgun/hull lasers etc don't have rate of fire...but don't use ammo....)
DAKAKAKA?
In the video there is a slight gap in the fire rate, with a max skill gunnery guy the dakaakaka sound should be continuous with no gaps.
skip to 7:05 to see it in action.
It's basically a rapid fire burst laser than fires faster....but consumes missiles.
Early levels it seems op, but later on when there are more shields...its more ammo being wasted on regenerating shields.
I'm thinking the theme for these weapons should be ,
->1 missile = multipul bullet salvos
->Always takes 1 power
->Rapid rate of fire
Since all version of the weapon would take 1 power, instead make it so that the different guns shoot different bullets!
'bullet' means 1 of the 4 salvos. In the video 4 salvos are fired per round (missile).
Here should be the stats of each weapon per bullet
===Standard Autocannon: yellow bullets
. 1 hull damage
. 1 shield damage
. 1 system damage
. Low breach chance
. 0 fire chance
===Armour piercing Autocannon: White tipped bullets.
.1 hull damage
.1 shield piercing
.1 High breach chance
.0 fire chance
.0 system damage (punches cleanly though)
===Emp Autocannon: Blue tipped bullets.
.0 hull damage
.0 shield damage
.0 breach chance
.0 fire chance
.1 system damage
.1emp damage
===Incendary Autocannon: Orange tipped bullets.
.1 hull damage
.1 shield damage
.0 breach chance
.0 system damage
. High fire chance
=== Hollow point Autocannon : Green bullets
. 1 hull damage, 2x on systemless rooms
. 0 shield damage.
. 0 breach chance
. 0 system damage
. 0 fire chance.
Hollow point.
Like the sound of this idea my fellow captains? They seam overpowered but if you watch the video he guy swaps to other weapons because it eats though ammo SO FAST....which is exactly how an auto-cannons should work and FEEL.
I feel this weapon list would be balanced, fits fine within the in-game lore, and doesn't overlap with other weapon systems (...missiles all get shield peircing, emp/shotgun/hull lasers etc don't have rate of fire...but don't use ammo....)
DAKAKAKA?

In the video there is a slight gap in the fire rate, with a max skill gunnery guy the dakaakaka sound should be continuous with no gaps.
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: AUTOCANNON'R'US
I think you are carried away by getting ideas from mods Vanguard of Valor reviews/ LP's. ^^;
Autocannons is already done a few times, famously the Autocannon I, Autocannon II, Autocannon III in the mod Foundation of the federation found on all 3 federation ships in the mod.
I was going to have a AC/2, AC/5, AC/10, AC/20 (UAC/5, LB AC/10-X , etc) as part of a "Battletech" or "MechWarrior" weapons mod.
(don't know BT lore or MW series? ballistics = small number: faster firing, lower damage (and other stuff ftl can't do and I won't mention), bigger number = slower firing, higher damage)
Also I think you should do it FotF style AC.
All it does more numbers you go down is more faster reload, not more projectiles.
And also I think the AC should give the impression of feeling "under powered" not 'over powered' because it is a weapon that is fighting physics, time, and itself more then the enemy. with all the extra stuff you need it to require it to be used in space. this is why you never see large Autocannons in star wars or star trek or what ever.
typically small AC's and MG's, other ballistics like gauss rifles or rail guns are excused.
Edit: and also one more thing, Any ballistics on ships, ESPECIALLY CRUISERS, will not eat ammo up fast at all, I mean it will literally have thousands of rounds (in sci-fi) maybe even millions. I say don't put ammo down for AC's.
If you do then it will be like a 60 shot or a 90 shot to stay realistic or close to it.
but that is debatable.
Edit 2: also the different ammo types idea is cool
Autocannons is already done a few times, famously the Autocannon I, Autocannon II, Autocannon III in the mod Foundation of the federation found on all 3 federation ships in the mod.
I was going to have a AC/2, AC/5, AC/10, AC/20 (UAC/5, LB AC/10-X , etc) as part of a "Battletech" or "MechWarrior" weapons mod.
(don't know BT lore or MW series? ballistics = small number: faster firing, lower damage (and other stuff ftl can't do and I won't mention), bigger number = slower firing, higher damage)
Also I think you should do it FotF style AC.
All it does more numbers you go down is more faster reload, not more projectiles.
And also I think the AC should give the impression of feeling "under powered" not 'over powered' because it is a weapon that is fighting physics, time, and itself more then the enemy. with all the extra stuff you need it to require it to be used in space. this is why you never see large Autocannons in star wars or star trek or what ever.
typically small AC's and MG's, other ballistics like gauss rifles or rail guns are excused.
Edit: and also one more thing, Any ballistics on ships, ESPECIALLY CRUISERS, will not eat ammo up fast at all, I mean it will literally have thousands of rounds (in sci-fi) maybe even millions. I say don't put ammo down for AC's.
If you do then it will be like a 60 shot or a 90 shot to stay realistic or close to it.

Edit 2: also the different ammo types idea is cool
R4V3-0N, a dreamer.
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: AUTOCANNON'R'US
i'm not getting carried away by VoV, he's just an easy database of video to show exactly what i'm talking about to convey ideas.
pictures paint a thousand words, so what does that make a video =P
also FTL isn't about realistic physics last i checked =P. At the end of the day the rock still hurts in space, so firing a pre-made bullets out of tubes aimed at the nemy is going to be a viable tactic.
with reguards to ammo-rate all that matters is balance. 4 shots a missile in a rapid fire gun eats up ammo FAST on later levels esp when they have bigger and better shields. it's all good and when when you have 4 weapons and its late-game, but that's not always going to happen.
having npc's use this weapon against you would also be fun....get that dodge up or you are in a world of hurt....but on the flip side they run out of ammo too!
although you bring up a good point.......perhaps it should be 3 shots per missile not 4......
pictures paint a thousand words, so what does that make a video =P
also FTL isn't about realistic physics last i checked =P. At the end of the day the rock still hurts in space, so firing a pre-made bullets out of tubes aimed at the nemy is going to be a viable tactic.
with reguards to ammo-rate all that matters is balance. 4 shots a missile in a rapid fire gun eats up ammo FAST on later levels esp when they have bigger and better shields. it's all good and when when you have 4 weapons and its late-game, but that's not always going to happen.
having npc's use this weapon against you would also be fun....get that dodge up or you are in a world of hurt....but on the flip side they run out of ammo too!
although you bring up a good point.......perhaps it should be 3 shots per missile not 4......
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Re: AUTOCANNON'R'US
Seems like an okey idea
Not exactly original but if you do it correctly could be really nice
Not exactly original but if you do it correctly could be really nice
I dont have a god complex,you have a mortal complex
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: AUTOCANNON'R'US
I love your thinking. but honestly I think for now you should stick with your plasma weapons and stick with it.
And when I mean realistic, I mean like when you say "Beam", I don't expect a drone doing summer salts as it flies towards a ship slowly, in FTL a beam is remotely similar to realistic and sci-fi counterparts, and the 'non realistic' part can be answered by lack of information, they do not have a highly detailed blueprint on what a weapon is made of and what exactly is fired. a reason why FTL doesn't have plasma weapons atm is because the Lasers projectiles could be plasma and technically so already in game, just an eg.
Just pull your plasma weapons off, I can make a ship to use them if you want. or make (or improve) the images for it. How about after your Plasma (and maybe AC's) you can potentially help me with my FTL: EB mod in terms of weapons? you seem like a guy/gal really keen about weapons and I... not so much.
And when I mean realistic, I mean like when you say "Beam", I don't expect a drone doing summer salts as it flies towards a ship slowly, in FTL a beam is remotely similar to realistic and sci-fi counterparts, and the 'non realistic' part can be answered by lack of information, they do not have a highly detailed blueprint on what a weapon is made of and what exactly is fired. a reason why FTL doesn't have plasma weapons atm is because the Lasers projectiles could be plasma and technically so already in game, just an eg.
Just pull your plasma weapons off, I can make a ship to use them if you want. or make (or improve) the images for it. How about after your Plasma (and maybe AC's) you can potentially help me with my FTL: EB mod in terms of weapons? you seem like a guy/gal really keen about weapons and I... not so much.
R4V3-0N, a dreamer.