Quote:i thought maybe a kinetic kill weapon which fires hyper-accelerated physical matter (i.e. a classic gun), basically it would do the same damage vs all shields, or maybe knocks off enemy turrets/thrusters etc more effectively than other guns but less effectively than missiles.
I was thinking that ballistic/projectile weapons would/could be used a bit diffrently, as Hull busters. Basically, the projectile would do virtually no shield damage but enormous hull damage, and would probably have custom FX to make it -feel- more like an actual gun as opposed to a directed energy weapon.
However, they'd either use ammunition or (if that is too difficult) lots of energy, so they'd need to be used tactically along with shield busters, and possibly take up a CD/torp slot, have medium-to-rapid fire capability, but slow projectile speed.
Just a completely mad idea:
ID as an indestructible hardpoint. Give all ships a heavy negative hull regen and have each ID heal the same amount per second. those bloody no IDers wouldn't know what hit them... Then give the ID an ability e.g. Police ID: long range tradelane disruption cannon, smuggler ID: disguise as trader ID for 30 seconds and cloaks cargo hold, making it appear empty, Lane hacker ID: when used near a tradelane, becomes able to "see" all comms traffic for 10 seconds. I could go on, but I doubt any of these would work anyway.
What about a dark matter style gun? From what I gather from its implementation in game, it damages things and effects electronics like scanners, right? So, implementation wise, could there be an energy based CD that does shield damage instead of hull damage? Obviously not too much damage and slower in speed and with less range than a regular CD, but it seems it could be a possibly useful tool for fighters. It'd be less useful against transports but it might be useful against fighters.
' Wrote:Just a completely mad idea:
ID as an indestructible hardpoint. Give all ships a heavy negative hull regen and have each ID heal the same amount per second. those bloody no IDers wouldn't know what hit them... Then give the ID an ability e.g. Police ID: long range tradelane disruption cannon, smuggler ID: disguise as trader ID for 30 seconds and cloaks cargo hold, making it appear empty, Lane hacker ID: when used near a tradelane, becomes able to "see" all comms traffic for 10 seconds. I could go on, but I doubt any of these would work anyway.
Awesomeness in a can!
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' Wrote:I was thinking that ballistic/projectile weapons would/could be used a bit diffrently, as Hull busters. Basically, the projectile would do virtually no shield damage but enormous hull damage, and would probably have custom FX to make it -feel- more like an actual gun as opposed to a directed energy weapon.
However, they'd either use ammunition or (if that is too difficult) lots of energy, so they'd need to be used tactically along with shield busters, and possibly take up a CD/torp slot, have medium-to-rapid fire capability, but slow projectile speed.
It started out small, and then there were a few ideas jumbled up in there. Basically same thing you just now said, plus with an RP backing as to why it is that way.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.