Weapon & Shield overhaul (recovered) - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +--- Thread: Weapon & Shield overhaul (recovered) (/showthread.php?tid=133930) |
Weapon & Shield overhaul (recovered) - Hidamari - 12-16-2015 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. RE: Weapon & Shield overhaul (recovered) - Cheetah - 01-14-2016 I'd love to see this implemented, along with cargo and equipment mass. RE: Weapon & Shield overhaul (recovered) - Explorer487 - 01-14-2016 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. RE: Weapon & Shield overhaul (recovered) - Findarato Veneanar - 01-14-2016 Would certainly be nice if bombers could no longer dominate transports. RE: Weapon & Shield overhaul (recovered) - Cheetah - 01-14-2016 (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. RE: Weapon & Shield overhaul (recovered) - wanderer95 - 01-14-2016 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. RE: Weapon & Shield overhaul (recovered) - nOmnomnOm - 01-14-2016 Sorry but I do not like this idea. -1 for me. RE: Weapon & Shield overhaul (recovered) - Traxit - 01-14-2016 Sounds like an awesome idea +1 RE: Weapon & Shield overhaul (recovered) - Thyrzul - 01-14-2016 Mandatory +1. RE: Weapon & Shield overhaul (recovered) - Black Jack - 01-14-2016 - 1. I'm also not happy |