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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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New Weapon Idea: Spacial Charges

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New Weapon Idea: Spacial Charges
Offline Dunii
03-22-2008, 01:29 AM, (This post was last modified: 03-22-2008, 01:32 AM by Dunii.)
#1
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Posts: 22
Threads: 7
Joined: Mar 2008

I think these would be pretty interesting, now honestly I don't even know if it can be done easily, however they would be very useful. Spacial Charges would act almost exactly like missiles, however they would explode if they were within 50-100m of a ship, so in essence they would be like a missile/mine hybrid. Their large explosion range would make them risky to use (mainly suited for capital ship use) however careful, skilled fighters could make great use of them as well.

Spacial Charge Infocard:
Spacial Charges were first developed by the Liberty Navy as an effort to ward off large attacking parties of Liberty Rouges, the idea was the powerful large blasts that the charges created would be enough to send them running away like a flock of frightened birds. This worked quite well until a brave Rouge pilot managed to disable a Liberty Navy Defender, he quickly used a tractor beam to steal the Spacial Charge launch tube and made a quick escape. It didn't take long for the weapon to spread throughout Sirius after that and many other improved versions of the powerful weapon were made.

Void Spacial Charge Infocard:
Void Spacial Charges were originally created by infusing alien technology found in a starless void with a Spacial Charge launch tube. The result was a significantly improved weapon that was quickly adapted for use by trade convoys, they used it with great effectiveness to ward off attacking raiders.

Warmonger Spacial Charge Infocard:
The Warmonger Spacial Charge was the first Spacial Charge weapon specifically designed for use in war situations. They were first made by the Corsairs in an effort to beat back their enemies, the Outcasts, it didn't take long for the Outcasts to get their hands on the weapon as well. However in the time the Corsiars had it they managed to make a considerable push into Outcast space. It is still unknown just how these charges were made, though rumors suggest that Nomad technology was somehow involved.


Spacial Charge

Cost: 48,000
Gun/Missile Class: 6
Hull Damage Per Shot: 700
Shield Damage Per Shot: 500
Range: 2000m
Projectile Speed: 500m/s
Refire Rate: 1.00
Turn Rate: 2.05
Ammo/Cost: Basic Spacial Charge 300m Explosion Range, 400 credits

Void Spacial Charge

Cost: 180,000
Gun/Missile Class: 8
Hull Damage Per Shot: 1600
Shield Damage Per Shot: 1200
Range: 2000m
Projectile Speed: 500m/s
Refire Rate: 1.00
Turn Rate: 3.01
Ammo/Cost: Void Spacial Charge 300m Explosion Range, 1000 Credits

Warmonger Spacial Charge

Cost: 480,000
Gun/Missile Class: 10
Hull Damage Per Shot: 3800
Shield Damage Per Shot: 3000
Range: 2000m
Projectile Speed: 500m/s
Refire Rate: 1.00
Turn Rate: 3.80
Ammo/Cost: Warmonger Spacial Charge 350m Explosion Range, 3200 Credits

Overpowered? Underpowered? Idea's for balancing? Like it? Hate it? Lets here opinions people. :lol:
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Offline Bass_masta992
03-22-2008, 09:28 PM,
#2
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Posts: 667
Threads: 44
Joined: Jan 2008

so you just want something with a massive explosion radius? That's going to bring more friendly fire than a blind counterstrike player with a saw.

[Image: screwingaround2.png]
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Offline Manni
03-22-2008, 09:35 PM,
#3
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Posts: 249
Threads: 6
Joined: Mar 2008

Those weapons were best on missions against NPC's
With enough skill you can even use them in war.
I like your idea;)

[Image: 23kw1o0.jpg]
With daily Laserlight-show!
My own Freelancer-Firework! Inspired by Jazz
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Offline Jinx
03-22-2008, 09:50 PM,
#4
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

its both - underpowered and overpowered. - the normal charge will not do much to any fighter / ship other than utterly annoy it, cost you a lot of money and blow up annoying little pebbles.

ships that will suffer greatly are ( original vanilla ships - aswell as light fighters and possible bystanders )

since some vanilla ships have multiple hitzones, the damage multiplies. a titan has 2 wings, one lower fin one upper fin and the body - thats 5 damage zones. 5x the damage = hurts a lot without a chance to evade the damage.

meanwhile a ship that is custom made has only one hitbox. other than that, you may catch a lowbie ship easily in such a big blast. - its quite an uncontrolled damage you re unleashing there.

along with the high speed - such a missile is quite easy to hit with ( or shoot and CD it )

so i think it may only work, when all ships only had one single hitbox - but as long as ships have different ones, everything with blast radius affects the different ships in a differen way that makes it unfair.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline fabiankomatej
03-22-2008, 09:53 PM,
#5
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Posts: 11
Threads: 2
Joined: Jan 2008

I think these guns are good.
Howewer, they are too slow. I think they can have
projectile speed >> 800m/s. I know it is big war guns but maybe
it will be better when it will be faster.
i agree with xx_colonia_xx, idea is good
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Offline chopper
03-22-2008, 09:56 PM, (This post was last modified: 03-22-2008, 09:58 PM by chopper.)
#6
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Posts: 2,476
Threads: 31
Joined: Oct 2007

Overpowered... Very overpowered..
I could support such an idea, if a missile cost was 500k.. Not launcher..

With 3600 damage and 500 speed + it activates close to a target.. I wouldn't miss at all. Ever.

Oh, and Hellboy, your sig is a bit big, don't you think?

Edit :

Oh, and 3.8 turn rate? I thought it goes straight.. Now I can tell that it's Very very very overpowered..

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline Xing
03-22-2008, 10:25 PM,
#7
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Posts: 5,274
Threads: 147
Joined: Oct 2007

hum... I'm not sure I'd personally would want to use these weapons, other than blasting a few npcs for fun. Doesnt seems too practical in a dogfight, I can only guess you'd suicide yourself with the oponent.

[Image: audrey03a.png]
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Offline Dunii
03-23-2008, 12:59 AM,
#8
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Posts: 22
Threads: 7
Joined: Mar 2008

Many things I propose are to add to the RP element. Thinking of things from a purely dogfight PvP standpoint is an extreemly bad thing to do in a RP game... Imagine a player is being bombarded by fighters (NPC or not), a skilled player in a gunboat shows up and starts firing Spacial Charges (player skilled enough to only hit what he/she wants) thus destroying/making other ships flee. Next a message comes from the gunboat to the ship that was being attacked "I had to fire 18 spacial charges to drive those ships off, I expect to be compensated. What are you doing in this sector of space in that tin can anyways?" Boom, more RP. Of course that assumes the player with the charges is skilled and that we can reduce some of the OORP factors.
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Offline Xing
03-23-2008, 01:12 AM,
#9
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Posts: 5,274
Threads: 147
Joined: Oct 2007

Well, what are space combat if not dogfights?
in a real situation, the most often seen encounters should be fighter vs fighter=dogfight.
this thing=massive suicide killing+friendly fire.
Basically, only a lone cap ship against oponents could use it.

[Image: audrey03a.png]
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Offline Horon
03-23-2008, 01:16 AM,
#10
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Posts: 1,485
Threads: 52
Joined: Sep 2007

Why dont we remove the multiple hit areas on Vanilla Fighters?

While being quite funny, your sig was the biggest one i've ever seen so far. No more than 700x250 please. ~utrack
http://pastebin.com/SYQXBufs
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