Concept Ideas for new specialized weapons - Fletcher - 05-11-2010
All right people, I've decided to look back on a few ideas in the past I and others have brought up before in these jolly forums. Sometimes, combat can be bland, at least, from an equipment point of view. You have the following choices the basic choice of guns that kill hull or shields, same as missiles and utter balls and torpedoes of death.
I would think that military, scientists or even enthusiasts would bodge something together to fit a role within battle parameters.
Therefore, lets share and bring up ideas new and old so we can add spice to the cauldron curry of PvP. Here are some:- Thruster Disruptor - This weapon system was made in conjunction with the Ageira special Disruptor development research division, its special warhead disrupts the engine process of the thruster momentarily by overcharging its systems. However, it takes significant energy to fire this weapon. (This weapon places the enemy thruster power to 0% instantly on hit, recharges as normal)
- Ballistics Jammer - This weapon system is designed to stall the enemy cruise disruptor for a short space of time, giving units a brief chance of escape. (I don't know if this is possible)
- Plasma Scourge - This weapon is very deadly to large targets, this weapon consumes the powerplant's energy and rapidly fires large concentrated plasma in a straight linear angle. Anything on the receiving end of this deadly scourge will never forget it. (This is a very rapid firing plasma weapon, very deadly, medium speed, straight line only. Takes 20 seconds to recharge)
- Anchor Hammer - This weapon is designed to halt the ship in space for a second and eliminates the ship 'slide' tactic in space by causing some sort of gravitational rift, a miniature implosion. This causes moderate damage while killing enemy mobility briefly. (I hear CD's stop the ship slide/engine kill maneuver, so just superpower a CD and lower the refire here)
- Powerplant buster - This missile is designed to damage the hull of the opponent while at the same time deplete a portion of the enemies power supply. This weapon however has a long refire time compared to other missile series, leading this weapons usefulness in question. (This weapon is sort of like a hybrid EMP and Hull breaker missile system, but a master of none)
- Secondary Shielding - This defensive system is designed to consume the powerplant of the vessel while out of cruise speed, and increases the shield capacity and recharge for a limited period. (Sacrificing all power much like in cruise to gain a shield buff, making you a tank)
- Asteroid Cracker - This weapon uses a special harmonic and seismic resonance beam technology that is normally used in planetary drilling and excavation duties. (This weapon is primarily a hull buster using plasma graphics, it has minimal shield breaking ability)
- Nebula Splitter - This mine launcher is used to disrupt the H-Fuel molecular bonds with other gases located within fuel fields, making the mining process more efficient. However with the pirate threat, miners retrofitted them onto their fighter escorts to disrupt the enemy shield and thruster systems. Making the enemy chance of fleeing undamaged less likely. (This weapon depletes some Thruster and damages shield and hull if no shield is present. But damages the shield slightly more than the hull, it has medium explosive range).
- 'All Stop' Disruptor - This cruise disruptor sacrifices range and some speed for its sheer engine disrupting effectiveness. Not only does it cut power to the cruise engines temporarily, it depletes some of the thruster energy supply also. This system is the bane of traders and retreating troops alike.
- Countermeasure Ballistic Launcher - This is not an offensive missile system, but a defensive missile system. This system launches a missile that then after a short range dispenses several counter measures that spread out a short range, maximizing the chance of evading an incoming cruise disruptor.
I hope you can see where I am coming from. I would like to see weapons systems, or even defensive system designed for special purposes to couple with the regular systems of the game. I mean, all we do it kill the shield, then kill the hull. Effective yet bland, but tacticians will try forever to find ways to make devices to benefit themselves, while giving penalties to the enemy. Imagine for a moment, a missile that reduces thruster power, can you imaging how that would alter fighter tactics?
Feedback? More ideas? Do tell!
EDIT: Added 'All Stop' Disruptor and Countermeasure Ballistic Launcher to the list of ideas.
Concept Ideas for new specialized weapons - Patrician - 05-11-2010
Even if none of these ideas go anywhere, its nice to see people thinking out of the box. Keep it up.
Concept Ideas for new specialized weapons - Nighthawke - 05-11-2010
I like the ideas.. !!!
Concept Ideas for new specialized weapons - Fletcher - 05-11-2010
Added two new ideas. Come on people surely you got some more than me! Or has the Tau's got you all hot under the collar! :rolleyes:
Concept Ideas for new specialized weapons - Kazinsal - 05-11-2010
Great last-minute idea for 4.86. Kaz likey.
If not 4.86 then 4.86.1.
Concept Ideas for new specialized weapons - Camtheman Of Freelancer4Ever - 05-13-2010
Yeah, we DEFINATELY need more variety in discovery.
Not just more interesting offense/defense weapons. Just MORE weapons overall. It'd make it a lot more fun. Not to mention more unafilliated ships (Virage, Eagle, Stinger, ect)
These are great ideas though, I hope 4.86 has something to draw me back, Freelancer is increeedddibly boring without variety.
I'd also like Nuclear Missles for caps instead of the fail missles we have now.
I could see a number of these weapons easilly abused. Would the Counter Measure Cluster Missle go into a countermeasure slot or a weapon/turret slot? I could spam them on my train and always get away.
The same goes for the other side.
Concept Ideas for new specialized weapons - Cosmic1887 - 05-13-2010
All of the ideas listed here are certainly great concepts, but from what I know of the game engine, they are not possible.
Take for instance the Thruster disruptor. The thruster code itself will let you change recharge rate, burn consumption, maximum capacity. I have not yet seen any weapon code that change one of those 3 variables.
Unless someone finds a way to add new variables and modifiers to the game, ideas like that are dead in the water.
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