' Wrote:In my opinion, its not only more weapons we need, its more ship classes.
I'll put some up later.
I agree. I say we build a torpedo boat class: like 3-5 muilti-tube launchers with a couple of defensive weapons (I say 1 gunship gun and 2 level 10 fighter guns), Moniters: slow, unmanueverable, low armor, but cheap and loaded with big guns (something destroyer sized but with battleship guns), a destroyer class that everyone has, a frigate/corvette class in between the gunboats and destroyers, and support ships: I mentioned this earlier, they are basically there to keep cap ships energy up and to transfer ammo from themselves to cap ships. They would stay far from the battle but it would be advantageous for the enemy to destroy them (I think it would be good for RP)
Some ideas I brought up on skype/xfire the other day, these weapons were thought up as concepts for new order-only guns:
1. A radiation gun, which can completely bypass shields in order to deal damage to the hull and components of the target ship. This gun would be a capship heavy weapon, similar to the mortar, razor, etc., but would do slower damage while being more efficient. The weapon may or may not have an actual projectile effect, but would be a beam-type gun that has to be kept on the target for long periods of time to add up to the same amount of damage that a lm/mortar/hm would do.
2. Radiation mines, which have zero movement speed, but will detonate five seconds after being dropped, and cover a small area in a heavy radiation effect for say, 30 seconds.
3. A dark-matter gun for caps which would be basically a replacement for the mortars for order ships, somewhat like the trebuchets in gallia. The dark matter gun would fire a large, black, cloudy projectile (think a razor projectile but dark grey and black, or an oversized magma hammer/drake projectile), and when it hits the target woudl explode in a fashion similar to the Keeper singularity cannon (their version of the supernova), but with a larger explosive effect. This weapon, like the trebuchets, would deal more damage than mortars, but for higher energy cost.
A bomber version of the dark matter gun could be added in as a snac replacement for the order as well.
4. An idea that came up back when 4.86 was first launched, as a method of capship point defense - I wanted 8-10 mine droppers to be added along the length of the order carrier, using energy instead of ammo. They would 'shoot' the mines out to 500m away from my ship, and have a 500m radius (1000m diameter) explosion radius. This way, when fighters/bombers got to within 1k of my ship, I could launch mines out and create an explosion all the way around my ship, that would wreck anything nearby, but not damage the carrier itself.
Bring some 16.67 high damaging guns to fighters! :laugh:
I think there should be chainguns like the eco chaingun or the bluebell except as class 9 guns.
Shotgun spray gun? You could mount multiple shotgun sprayers onto a ship to unleash a fury of laser blasts at once. A ship like the Werewolf where all the guns are concentrated would benefit from a gun like this. The energy usage would be extremely high to fire off 5 blasts, but at pointblank range it is the equivalent of getting hit by 5 krakens... The accuracy would be poor, with one blast going where the crosshair is aimed and the rest fanning out from it. Multiple guns would drain energy very fast.
For mines.. what about Cluser mines? The ammo drain rate would be 5 per drop, but they would have the same stats as Ripper mines. Picture that your on the joust... just as your opponent is about to pass, you drop the cluster mines.
Another weapon could be Armor spikes. Where the weapon hardpoints of your ship are located, if you put spikes, whenever you ram into an opponent it does minimal shield damage, but rips hull apart. I think ramming could be a perfectly fine combat tactic, of course if capital ships wouldn't flip. :P
How about weapons that use 10.00 and 12.00 refire rates. And some weapons that go farther than 800 meters? Like 1500 or 2k.
If a modern day warship can shell things on land from 5 or 10 miles away I'm sure a futuristic battleship with lasers and such can shoot things farther then 1k....
The same with torpedoes, cds, missles too. They even have their own propellants and tracking systems....
"Abstinence of the Heart; Sever Your Emotion Like A Defective Circuit..."
And while I think about it.. How about Nuclear Missles? Very expensive launcher, very expensive ammo. Maybe upon firing it would call up a command to play a Fallout Siren or Tornado Siren. Haha. They would be class ten torpedoes fitted on only Cruisers, Battleships, Dreadnoughts, Destroyers.
I did some tests of my own on something like this on my mod. It had some great results for fleet warfare. It is simply amazing what a blast radius of 1k can do to a fleet skirmish with 30 people.
"Abstinence of the Heart; Sever Your Emotion Like A Defective Circuit..."
Someone at the beginning mentioned beam weapons. When i used to play WTS mod they had managed to create a gun to look like a Star Trek Phaser, and it worked really well, I also remeber swarm pods in the Armagedden server i played on way back when. They were a Good weapon however they were VERY overpowered and had a tendancy to lag the server ALOT when used in major battles. Also there were gattling turrets that fired "physical" shots which went through the graviton shields because they were not energy based, the only downfall was that these guns took ammo. BUt they were VERY good to have and sounded like a machine gun.