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Weapon & Shield overhaul (recovered)

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Weapon & Shield overhaul (recovered)
Offline Hidamari
12-16-2015, 12:57 AM,
#1
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Posts: 2,100
Threads: 217
Joined: Jul 2009

since this post is a thing, im going to repost this, even though it was mostly ignored the first time as my take on how to do this.

the current and vanilla versions of the projectile type and shield type system is and pretty much always has been relatively garbage. generic to the point that any change to either side of this coin makes people flock to it, like when graviton shields were defacto better at defending your ship so EVERYONE had a graviton shield bar none.

what id prefer to see is the complete overhaul of the weapon system because it basically misses out on so much potential in its current form. who cares about whether a gun does 10% more damage to a shield type or not, all the guns do so much damage and each ship has so many of them anyway that the difference is negligible either way the percentage falls.

instead of having shield types Molecular 1 2 3/ Graviton 1 2 3 / Positron 1 2 3

these should be tiered in an ascending order and lose the energy tag line and be made class specific. like as follows.

Molecular 1 = Carriers only
Molecular 2 = Battleships only
Molecular 3 = Battlecruisers only
Graviton 1 = Cruisers only
Graviton 2 = Gunboats only
Graviton 3 = Transports only
Positron 1 = Freighters only
Positron 2 = Bombers only
Positron 3 = Fighters only

what this would do is because each weapon type is also divided in the same way it would give you complete control over what ships do damage to what craft and how much, rather than having the one shoe fits all system.

[Example]
W_Laser01 = Fighter anti-fighter
W_Laser02 = Fighter anti-bomber
W_Laser03 = Fighter anti-cap
W_Plasma01 = Bomber anti-fighter
W_Plasma02 = Bomber anti-gunboat
W_Plasma03 = Bomber anti-cap
W_Tachyon01 = Gunboat Anti-fighter
W_Tachyon02 = Gunboat Anti-Bomber
W_Tachyon03 = Gunboat Anti-transport
W_Neutron01 = Cruiser Anti-fighter
W_Neutron02 = Cruiser Anti-Gunboat
W_Neutron03 = Cruiser Anti-Cap
W_Particle01 = Battlecruiser Anti-fighter
W_Particle02 = Battlecruiser Anti-Cap
W_Particle03 = Battleship Anti-fighter
W_Photon01 = Battleship Anti-Cruiser
W_Photon02 = Battleship Anti-Cap
W_Photon03 = Carrier Anti-bomber
W_Pulse01 = Heavy Pulse (Cruiser - Carrier)
W_Pulse02 = Medium Pulse (bomber - Cruiser)
W_Pulse03 = Light Pulse (fighter based)

this obviously only includes damage to shields, which is its major flaw, but a system like this would allow you to make weapons that serve a specific function but do not scale out of proportions against every ship class. for example a battleship could be given a weapon that was good at taking out fighters or bombers without that same weapon being merciless to gunboats and cruisers like the current system would make it.

or a fighter can have a weapon that specialises in taking down shields of caps, but doesnt carnation other fighters or other ships to unbelieveable proportions because of the difference between shield capacities.

giving weapons the ability to have the same damage output, but massively different vulnerabilities and strengths, allowing for more creative and diverse weaponry. It would allow a gunboat to have a loadout that specialises in anti-bomber but doesnt do nearly as much to fighters or other stuff as a result. ETC

admittedly this system would have worked much better years ago when there were more people playing, or if the game was an RTS.

It would work best if the ships generally had much less health than they do now, and the shield was the most important thing keeping you alive.

still its good food for thought.

[Image: RKaqSve.png]
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Offline Cheetah
01-14-2016, 11:25 AM,
#2
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Joined: Feb 2014

I'd love to see this implemented, along with cargo and equipment mass.

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Offline Exploration
01-14-2016, 11:33 AM,
#3
Member
Posts: 648
Threads: 76
Joined: Mar 2012

Could be interesting to see this implemented. But them i'm all for something different around here. Stuff gets kinda boring after many years of the same system, besides i agree there is potential wasted here with the current shenanigans.
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Offline Findarato Veneanar
01-14-2016, 11:41 AM,
#4
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Posts: 421
Threads: 15
Joined: Sep 2012

Would certainly be nice if bombers could no longer dominate transports.

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Offline Cheetah
01-14-2016, 11:54 AM, (This post was last modified: 01-14-2016, 11:55 AM by Cheetah.)
#5
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(01-14-2016, 11:41 AM)Findarato Veneanar Wrote: Would certainly be nice if bombers could no longer dominate transports.

Exactly, although it makes little sense inRP. Bombers are designed and armed to defeat cruisers and even battleships — why they can't instantly rip a transport?

P.S. Big + for nickname, now we only lack Kurufinwe.

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Offline wanderer95
01-14-2016, 12:16 PM,
#6
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Posts: 200
Threads: 30
Joined: Aug 2014

This would be interesting to see and seems pretty cool to experiment with. Would make Disco seem a little rock, paper, scissors like but again it would be cool to check out.

[Image: tumblr_nq55xmXqqB1uqm4b7o1_400.gif]
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Offline nOmnomnOm
01-14-2016, 01:44 PM,
#7
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

Sorry but I do not like this idea. -1 for me.

[Image: zBEqQfl.jpg?1]
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Offline Traxit
01-14-2016, 01:53 PM,
#8
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Posts: 1,184
Threads: 50
Joined: Dec 2012

Sounds like an awesome idea

+1

[Image: eitgNHT.gif]
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Offline Thyrzul
01-14-2016, 01:55 PM,
#9
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Posts: 4,684
Threads: 115
Joined: Sep 2011

Mandatory +1.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Black Jack
01-14-2016, 02:01 PM,
#10
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Posts: 217
Threads: 14
Joined: May 2014

- 1. I'm also not happy
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