Some ideas I was throwing around inside my head. See if I can summarize.
Ballistic Weapons
-Throw projectiles.
-Affected by gravity.
-Cannot be deflected by any means except armor/shields.
-Miniscule power cost to fire.
Energy Weapons
-Fire destructive energy (plasma, phasers, whatever).
-Unaffected by gravity.
-Diffused by vapor could or atmospheres.
-Require power to fire.
Self-Propelled Weapons
-Missiles & rockets, torpedoes.
-Heavily affected by gravity.
-Small power cost to fire.
-Self-guided: Fire and forget.
-Prone to ECM & jamming.
Hybrid Weapons
-Combination of any of the above types.
-High material cost.
-Middling power cost.
-Finnicky and prone to breakdowns.
Post further ideas here. Refine the weapons!
weapon types
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Re: Some Ideas For Your Consideration
Ballistic and energy weapons, yes
Self propelled explosives and such, yes
Hybrid weapons, no, how do you combine a conventional bulletin with a laser? You could make it laser guided, but that's way OP.
But for ballistic weapons:
Railguns,
Conventional cartridge weapons
Energy weapons:
Laser guns
Plasma guns
Launchers/self propelled:
Rocket launcher
Laser guided rocket launcher.
These would be good for first generation weapons (I.e. the ones we add first)
Already have icons for railguns, and some half alright ones for lasers, but also some bullet models (very simple)
As for the rocket models, I'm having a pop at one for flans mod, which I could easily extract and turn into whatever format we use.
Self propelled explosives and such, yes
Hybrid weapons, no, how do you combine a conventional bulletin with a laser? You could make it laser guided, but that's way OP.
But for ballistic weapons:
Railguns,
Conventional cartridge weapons
Energy weapons:
Laser guns
Plasma guns
Launchers/self propelled:
Rocket launcher
Laser guided rocket launcher.
These would be good for first generation weapons (I.e. the ones we add first)
Already have icons for railguns, and some half alright ones for lasers, but also some bullet models (very simple)
As for the rocket models, I'm having a pop at one for flans mod, which I could easily extract and turn into whatever format we use.
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Mistake Not... wrote: This isn't rocket science, *!
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Re: Some Ideas For Your Consideration
Why not a bomb teleporter? Teleporting grenades into people's esophaguses generally hurts them.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Some Ideas For Your Consideration
The energy required to do that would be very impractical.ACH0225 wrote:Why not a bomb teleporter? Teleporting grenades into people's esophaguses generally hurts them.
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Mistake Not... wrote: This isn't rocket science, *!
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Re: Some Ideas For Your Consideration
Star Trek transporters. They never have thought of it.
mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Some Ideas For Your Consideration
Generally it can't be done because shields stop transporters, and they're not accurate enough to do that to someone on a planet. On the rare occasion that they encounter enemy ships without shields, I believe they have done things like beam torpedoes into them, and I know they've deployed boarding parties that way.ACH0225 wrote:Star Trek transporters. They never have thought of it.
;.'.;'::.;:".":;",,;':",;
(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")
(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")
Re: Some Ideas For Your Consideration
Yay weapons!
SHIP WEAPONS
BALLISTIC
-Cannon- Big, conventional guns. Fires several types of shells, AP, superheavy, hollow, and explosive. These guns are relatively cheap and can do decent damage to ushielded craft.
-Flak cannon- Fires an explosive fragmentation shell on a vicinity fuse. Good for small fighters, bad for everything else.
-Railgun- accelerator cannon, fires a heavy slug that goes straight through a few centimeters of solid titanium. More penetration power than a conventional cannon with higher energy cost.
-Heavy Coilgun- More difficult to make and maintain a railgun, but fires larger, heavier slugs with just a little more energy cost. Does pretty well with destroyers and frigates.
-Superheavy MAC- Bighugenormous accelerator cannon that fires gargantuan slugs with equally enormous energy cost. Good for if you want a cruiser to disappear and you're all out of nukes.
ENERGY-BASED
-Laser- Laser. Not too special. Good for slicing fighters in half.
-Pulse laser- BRABRAGNBRANG:NNGNGNNGNG Slightly more efficient than a normal CO2 laser with a higher fire rate.
-Siege Laser- Bighuge laser. High energy cost, high slicing-ship-in-half capabilities.
-Plasma torpedo launcher- AKA Coagulated Ion Manipulator (yes, I did make it up on the spot). Dispenses and guides a ball of plasma with magnetic fields. High energy cost, high area damage.
-Linear Plasma Accelerator- Ion cannon for those of you that don't like long, made-up names. High-energy, high-mass ions moving that way very quickly. Good damage, moderate energy cost.
SELF PROPELLED
-Unguided rocket- Unguided rocket with a wide selection of warheads.
-Guided missile- Guided from the ship. Variety of sizes and warheads.
-Self-guided missile- Guided from itself. Variety of sizes and warheads.
-Swarm cluster-one becomes ten tiny rockets. Fun for scaring and confusing fighter pilots.
Warheads
-kinetic- No warhead, just a big, heavy steel block.
-Explosive- conventional high explosive
-Fission- Low yield tactical atom bomb. Large missiles only.
-Fusion- High yield nuclear bomb. Large missiles only.
-Slip merge- Makes ships go *poof* into hyperspace. Really, really, really expensive. Large missiles only. It's really expensive, too.
-Antimatter- antimatter+matter=large, energetic explosion.
THINGS THAT BREAK THE UNIVERSE
-QUASAR slip merge- Nukes+active hyperspace drives=bad things. Makes a small black hole that coughs and makes a mini quasar, making everything in a large area go away. Destruction at the cost of 10 FTL drives and a dreadnought.
-Space Distortion Device- Jumbles everything up. Makes corvettes into lumpy balls of unhappy.
-Tactor beams and repulsors- Not really weapons, but still neat.
SHIP WEAPONS
BALLISTIC
-Cannon- Big, conventional guns. Fires several types of shells, AP, superheavy, hollow, and explosive. These guns are relatively cheap and can do decent damage to ushielded craft.
-Flak cannon- Fires an explosive fragmentation shell on a vicinity fuse. Good for small fighters, bad for everything else.
-Railgun- accelerator cannon, fires a heavy slug that goes straight through a few centimeters of solid titanium. More penetration power than a conventional cannon with higher energy cost.
-Heavy Coilgun- More difficult to make and maintain a railgun, but fires larger, heavier slugs with just a little more energy cost. Does pretty well with destroyers and frigates.
-Superheavy MAC- Bighugenormous accelerator cannon that fires gargantuan slugs with equally enormous energy cost. Good for if you want a cruiser to disappear and you're all out of nukes.
ENERGY-BASED
-Laser- Laser. Not too special. Good for slicing fighters in half.
-Pulse laser- BRABRAGNBRANG:NNGNGNNGNG Slightly more efficient than a normal CO2 laser with a higher fire rate.
-Siege Laser- Bighuge laser. High energy cost, high slicing-ship-in-half capabilities.
-Plasma torpedo launcher- AKA Coagulated Ion Manipulator (yes, I did make it up on the spot). Dispenses and guides a ball of plasma with magnetic fields. High energy cost, high area damage.
-Linear Plasma Accelerator- Ion cannon for those of you that don't like long, made-up names. High-energy, high-mass ions moving that way very quickly. Good damage, moderate energy cost.
SELF PROPELLED
-Unguided rocket- Unguided rocket with a wide selection of warheads.
-Guided missile- Guided from the ship. Variety of sizes and warheads.
-Self-guided missile- Guided from itself. Variety of sizes and warheads.
-Swarm cluster-one becomes ten tiny rockets. Fun for scaring and confusing fighter pilots.
Warheads
-kinetic- No warhead, just a big, heavy steel block.
-Explosive- conventional high explosive
-Fission- Low yield tactical atom bomb. Large missiles only.
-Fusion- High yield nuclear bomb. Large missiles only.
-Slip merge- Makes ships go *poof* into hyperspace. Really, really, really expensive. Large missiles only. It's really expensive, too.
-Antimatter- antimatter+matter=large, energetic explosion.
THINGS THAT BREAK THE UNIVERSE
-QUASAR slip merge- Nukes+active hyperspace drives=bad things. Makes a small black hole that coughs and makes a mini quasar, making everything in a large area go away. Destruction at the cost of 10 FTL drives and a dreadnought.
-Space Distortion Device- Jumbles everything up. Makes corvettes into lumpy balls of unhappy.
-Tactor beams and repulsors- Not really weapons, but still neat.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
— David Langford
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