Weapon Ideas

General discussion about the game.
GreenZanbato
Posts: 53
Joined: Tue Sep 18, 2012 9:31 pm

Re: Weapon Ideas

Post by GreenZanbato »

0evil_overlord0 wrote:What about a missile that uses four power with a 35 second recharge and does no system or hull damage, but brings down all shields? It can't be used on it's own and has sch a long recharge it will only be used once or twice in a fight, but gives you a single powerful volley. There could also be weaker versions for use in earlier sectors with a limited amount of shield damage.

I would love to see more weapons with special effects like the lockdown bomb. (It's a weapon that can only be found in the secret sector) What about a weapon that does no damage but causes crew it hits to randomly run around the ship for a certain amount of time?

What about a beam that jams doors open temporarily? It would have a recharge the same length of time as the effect, but if you want to vent an area of the enemy ship you need to keep shields down. This would require enemy ships to have airlocks.

The strike beam is essentially "kill it quick or instantly lose a crew member." A better Idea would be an anti-bio bomb that does 65 damage. It isn't an instakill, but it could easily kill someone who has already taken damage from a battle. This way you get a similar effect, but without the chance of encountering a ship that will instantly kill a crew member.

The crew pod seems a little weak, due to the high chance of losing crew and how much better a teleporter is in that scenario. If it failed to hit, it could be left drifting instad and you lose the crew members until the end of the battle.
Strike beam was designed without intending the enemy to ever hit crew with it. AI currently can't target crew members (which is why no AI has anti-bio beam) and therefore the strike beam was intended as a player only weapon. The point of the pods is to give more versatility to boarding. It allows ships without a 4-person teleporter to send 4 boarders. It allows you to send antipersonnel drones like makeshift boarding drones. It causes a breach and nearly kills crew in the room it hits. All of these things are better than teleporting, but at a large risk as well.
0evil_overlord0
Posts: 23
Joined: Wed Oct 31, 2012 12:32 am

Re: Weapon Ideas

Post by 0evil_overlord0 »

I like the idea of using antipersonell drones as boarders with the pod, but you could get a much safer version of that effect with a breach bomb and a teleporter. The risk of losing your entire boarding crew with one mistake is too much of a risk.

The strike beam is ridiculously overpowered against certain races, but useless against others. Even with the small chance to hit one of your crew, it will happen occasionally and you could lose a fully leveled up crew member. It only requires luck get and use. Other weapons require skill in timing your attacks to penetrate shields or hit multiple rooms with beams. The strike beam only requires you to select a room with the right crew members in it. It doesn't even have a miss chance.
sourbutsweet
Posts: 1
Joined: Fri Nov 02, 2012 5:18 pm

Re: Weapon Ideas

Post by sourbutsweet »

i have and idea for a gass bomb you shoot into breached rooms and damages the crew for some time no damage to rock but but does a bonus damage to mantis. The gas strugels to get past higher level doors and i have the idea we ad vents and you upgrad them to stop the gas to get through and you close venst instead of opening doors the vents can also be given a extra health boost that you select a room and it works like a med bay but the vent systems have to have some on in the venting room so they can be closed or opend and you ad a new species called globas/ globases and which ever room there in they can heal members and when in the med bay it works quicker and better they are also given there own ships with a top grand medbay and are often nice they have good health lack in repair but decent in combat. Another species is a natus they level up quick good at combat good at repairs but terribel health they can also upgrade machines when there are 4 four od them but it takes 5 mins it (it uses less scrap) but when doing that a ship can often find you in space and when that rooms is hit it will go to red and set completly on fire and will kill 1 too 3 of them and for the rest of the game it takes longer to repair.

Those are my idea and thanks for reading ;) .
Todes_Schnitzel
Posts: 65
Joined: Sat Nov 03, 2012 10:55 pm

Re: Weapon Ideas

Post by Todes_Schnitzel »

Sorry for my terribly english :)
My fist weapen idea is : The Railgun. 8-)
the railgun can pass 2 shields and it hit the shields , the railgun destroy 3 shields-points.
the railgun make 2 hulldamage , 4 systemdamage and breach every time.
the best thing is , the railgun does -20 evasion or 0 evasion to the enemy ship(only for this gun :D )
Cooldown of 30s - 40s and need 2 - 3 energy
My second idea is : The EMP
the EMP can´t target the enemy ship. You must only activate it.
the EMP deactivate all shields (yours and their) and all drones in space get a stun for 2min.
all system of the enemy ship get 4 ion-damage only O2-system , Medbay and the weaponsystem not,
but your cloaking , teleporter and Artillery Beam get 4 ion-damage and your Drone Control get 2 ion-damage.
all weapons lose loading progress.
the EMP need 4 energy and have a cooldown of 1min 30s.

I hope ,you understand what I mean. :lol:
MY ENGLISH IS TERRIBLYHELL YEAH!
This text is presented by Google translate , my english skill and german. :D
Todes_Schnitzel
Posts: 65
Joined: Sat Nov 03, 2012 10:55 pm

Re: Weapon Ideas

Post by Todes_Schnitzel »

hi i got again a idea for a new weapon.
The Hydra MK 1
it is a missile launcher.The missile make 1 damage no breach or fire change ,BUT if it fly ,it will shoot 4 (,6 or 8) Anti-Drone-missile and they fly in the orbit of your ship ( only if a hostile drone is in your orbit) or fly in the hostile orbit.
It need 2 energy and it has acooldown of 20 sec.
2 "upgrate" version of this weapon: The Hydra Mk 2 (the Anti-Drone-missile kill hostile missiles too ) and the Hydra Jammer ( if the Anti-Drone-missile hit a drone , the drone is still alive , but the drone is deactivated and the ship mean is activ , because the jammer say to the drone " You are offline!" and to the Drone-controll " yeah the drone is still active .powered it!" it makes for 10sec the jammer signal) the both need 3 energy and have 20 sec cooldown.
MY ENGLISH IS TERRIBLYHELL YEAH!
This text is presented by Google translate , my english skill and german. :D
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