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Posted: Mon Oct 13, 2008 5:56 am
by Chiiro
Split missiles, basically mixing missiles and weasels, but instead of splitting on hit they split at 75% of their max range.

Also a weapon that fires something, which at it's max range or on impact lets out a beam of x length that spins 360 degrees in y time.

Posted: Sat Oct 18, 2008 9:21 am
by LordGarcia
I did some little crainstorming, this is what I got. I know most stuff seems very advanced. would be awesome if implemented, thought.

-Sensor array. when destroyed all weapons loose range and/or gain deviation. (thruster-like)
(togelable like the trusters. would fit with that dish doodad/section/whatever)

- Building module. Rebuilds lost sections starting on 1% health and raising. (with all lost modules and weapons on that section) in an area and heals up to 50% health.

- Inter ship deflector. Shields sections from nearby ships.

- Actual Bubble shield. explains itself

- Power Core. when destroyed modules won't gain any more energy and lowers reload/duration from Beam weapons. (thruster-like)

- Support AI. Ships with this AI configuration will aproach allied ships and aid them in battle. Highest priority are the ships with most damage. helpful for repair- , PD- and rebuildships.

- Clever AI. If a ship is heavily damaged and there is a support ship in the fleet. the damaged ship should leave battle and get to the support ship.

- Clever turret targeting. Powerful turrets don't target small low health ships. This way the long reloading turrets (e.g. tac. nuke, artillery, torp) won't waste their shots on small targets and aim at bigger foes. I imagine this working trough the size circle. Arca might hate me for this one.

- Dynamic AI. With this setting ships won't stand still but fly by the enemy ships, shooting broadside salvos and then return. This would simulate a more realistic battle behaviour as it is harder to hat something moving than if its stationary. the ships.

- Clever AI (second instance). Ships should avoid to stack on eachother. AE weapons are very powerful if they hit stacked ships.

That's all I got right now.

Posted: Wed Oct 22, 2008 8:40 pm
by Lord-General Thunder
Armour module Arc had a similar idea. Basically it would reduce the damage caused by weapons to the section it affects by a certain amount, and completely ignore damage under that amount. A bit like armour values for vehicles from Warhammer 40K.

Flak missile explodes near the target into smaller unguided projectiles.

Guided Plasma Missile Self-explanatory. Pretty sure its already been suggested somewhere, but I didn't see it here.[/b]

Posted: Wed Oct 22, 2008 8:57 pm
by Aralonia
Lord-General Thunder wrote:Guided Plasma Missile Self-explanatory. Pretty sure its already been suggested somewhere, but I didn't see it here.[/b]
That's the torpedo.

Anyway. I want Aegis to have its HP regeneration rate to be modifiable in shipmaker. Turns it into a nano, except it targets only one section.

Posted: Wed Oct 22, 2008 9:40 pm
by Lord-General Thunder
Aralonia wrote:
Lord-General Thunder wrote:Guided Plasma Missile Self-explanatory. Pretty sure its already been suggested somewhere, but I didn't see it here.[/b]
That's the torpedo.
Aw true. I haven't had any coffee yet, see? :P
Anyway. I want Aegis to have its HP regeneration rate to be modifiable in shipmaker. Turns it into a nano, except it targets only one section.
Seconded.

Posted: Fri Oct 24, 2008 6:07 am
by Lord-General Thunder
Another idea I didn't see here; modifiable descriptions for the weapons, perhaps?

That, or maybe just get rid of the descriptions altogether...

Might free up some memory. 'Course, if th15 did it right, it shouldn't free up *that* much memory, but I suspect that he didn't, given the fact that weapon modules slow down the game so much compared to everything else... :P

Posted: Sat Oct 25, 2008 7:19 am
by Lizzie
<_Lizzie_> I want there to be a warpcore drive. That basicly creates that warp effect that ships use to enter the sandbox, but like that other teleporter module that I can't remember the name of. But also make it so you can insert your own warp vortex.
<_Lizzie_> OR
<Swamp_Fox_ALPHA> Dieterling?
<FS> diterling I think
<_Lizzie_> Make this a setting on that other module I just mentioned.
<_Lizzie_> Yes the Diterling.

Posted: Sat Oct 25, 2008 12:43 pm
by TormakSaber
Oooh. A left behind warpcore that other ships, friendly and enemy, can travel through to take the teleport as well?

Posted: Sat Oct 25, 2008 1:17 pm
by Lizzie
TormakSaber wrote:Oooh. A left behind warpcore that other ships, friendly and enemy, can travel through to take the teleport as well?
No. Basically just a cosmetic option added to the dieterling. Or a new module that serves the same purpose as the dieterling but acts in the manner of the way that ships warp in during the campaign and such.

But I like your idea too.

Posted: Wed Oct 29, 2008 12:06 am
by ArcaneDude
A request people seem to be forgetting; bubble shields, anyone? With the ability to choose whether it's an actual bubble or a shield wrapped around the contours of the ship. Handy for big ships.

I suggest the mechanics to be similar to the damage absorption of a section. It takes the damage, and only dissapears after a certain amount of damage is done. It has an energy regeneration rate, and shimmers a bit after a certain percentage of it's max damage has been absorbed. Color choice, maybe even effect choice (hexagons, full field, ...). Of course that's the utopia of bubble shields, but I'd like to see at least a few of these implemented.

Posted: Wed Oct 29, 2008 4:00 am
by Arcalane
Garcia mentioned it further up, amusingly. You need to pay more attention AD. :P

Posted: Wed Oct 29, 2008 6:49 am
by Lord-General Thunder
ArcaneDude wrote:A request people seem to be forgetting; bubble shields, anyone? With the ability to choose whether it's an actual bubble or a shield wrapped around the contours of the ship. Handy for big ships.

I suggest the mechanics to be similar to the damage absorption of a section. It takes the damage, and only dissapears after a certain amount of damage is done. It has an energy regeneration rate, and shimmers a bit after a certain percentage of it's max damage has been absorbed. Color choice, maybe even effect choice (hexagons, full field, ...). Of course that's the utopia of bubble shields, but I'd like to see at least a few of these implemented.
Yeah, its been mentioned, Dude. :P

But since you bring it up again, I have a variation on it; Instead of totally absorbing all incoming damage, it absorbs a percentage of it and shunts whatever's left over to the section that the shield module is parented to. Obviously, this would be a small percentage, but it would make the shield's behavior closer to how a theoretical energy barrier shield would behave.

Also, if possible, we should be able to rotate the module, and it should have a modifiable arc of effectiveness, much like a weapon turret does.

Posted: Wed Oct 29, 2008 7:16 am
by Danny420Dale
Lord-General Thunder wrote:
ArcaneDude wrote:A request people seem to be forgetting; bubble shields, anyone? With the ability to choose whether it's an actual bubble or a shield wrapped around the contours of the ship. Handy for big ships.

I suggest the mechanics to be similar to the damage absorption of a section. It takes the damage, and only dissapears after a certain amount of damage is done. It has an energy regeneration rate, and shimmers a bit after a certain percentage of it's max damage has been absorbed. Color choice, maybe even effect choice (hexagons, full field, ...). Of course that's the utopia of bubble shields, but I'd like to see at least a few of these implemented.
Yeah, its been mentioned, Dude. :P

But since you bring it up again, I have a variation on it; Instead of totally absorbing all incoming damage, it absorbs a percentage of it and shunts whatever's left over to the section that the shield module is parented to. Obviously, this would be a small percentage, but it would make the shield's behavior closer to how a theoretical energy barrier shield would behave.

Also, if possible, we should be able to rotate the module, and it should have a modifiable arc of effectiveness, much like a weapon turret does.
Maybe range could dictate size (distance from hull/module) of the bubble? Also, we could think of multiple projectors 'linking up' to take bleedover damage from the one nearest enemy hits, maybe after setting the modules to a short but just barely overlapping arrangement of arc and range. That way we could make 'semi-conformal' bubble shields.

Posted: Wed Oct 29, 2008 11:49 am
by Venator
Another addition for this; perhaps a variant of the module (or a setting for it) which shunts "bleed through" damage to the module itself, rather than a section? It could either drain energy or health (which would usually be set high for a module), to represent the generators "burning out".

Posted: Sun Nov 30, 2008 4:18 pm
by Arcalane
Went through Swamp's list, picked out two ideas.

~~

Flares, that draw the attention of PD. Fire them towards a ship, and the PD track it as a higher-priority target. Might curb PD whores without making PD useless.

This one is really easy. Just set it to have ~0.5 interceptability and put it up near the top of the PD list. Et voila, instant PD-flare. No damage, low accuracy, high range. Maybe fire short bursts of flares?

~~

Emp Missile. A missile packed with a emp generater to be used when missile hits the enemy ship.

Cheesy suggested this before and I kinda shrugged it away, but I dunno now... perhaps it could be a torpedo-style weapon?