' Wrote:I'm good at thinking up some fairly unorthodox weapons. Let's give it a go...
1: Magnetic Harpoon
Grabs and slows down a target object significantly, but uses torpedo slot and drains energy rapidly. Useful for stopping manuverable/laggy ships (all things Kusari)
2: Hover Drive Mine
Teleporting nuclear explosive mines used primarily for caplital ship combat. The mines materialise outside the ship, and after a short delay detonate, causing significant damage. However, their time delay makes them useless against fighters and they cannot teleport through shields or physically inside a ship, due to the imperfection of their targeting system.
3: Interrupter Missile
The Interrupter missile disables active weapon systems of a target ship (e.g. toggles them off in the weapon list), so a pilot would need to re-activate them.
4: Phalanx laser
An automatic weapon which is designed to destroy incomming missiles at range. Replacing a conventional countermeasure dropper, this weapon fires a super-accurate but low powered laser beam at the incoming missile, hopefully detonating it before impact.
5: Gravity Well Generator
The GravWell generator uses a contained point-mass singularity to create an area of warped space. Any small ships (below Gunboat class) and missiles will be trapped (have their thrusters and cruise engines disabled) by the warp field. Gunboats and larger will be unaffected though. Unfortunately, the Gravity well generator can cause significant hull damage to the ship it is mounted on, and once it burns out, it blows up.
(For best effect, it should be only mounted on specialised Gravity well generator ships. Forcing other players to escort, or disable the other weapons of the ship it is on otherwise.)
6: Holo-projector/Mimic field
Less a weapon, and more an electronic warfare device. This piece of equipment can disguise the ship it is mounted on as any ship of gunboat class or smaller. This can be used to fool most scanners, though scans of a ships weapons hardpoints and ID could potentially reveal it. Also, firing any other weapons immedietly disables the field.
7: Shield Revindicator
Uses a modified plasma field projector which siphons energy off of a target ship's shields and transferrs it, through collector nodes, to the shields of the ship it is mounted on. However, it eats energy like there's no tomarrow, and replaces a ship's torpedo-disruptor slot.
8: Sensor Tagger
This device plants a small transmitter on the hull of the target ship, which makes the vessel readable on scanners at any range, due to the FTL transmission unit. The transmitter can however be destroyed by another ship shooting it off, or by docking with a base.
#!: Love the idea, meself.
#2: ehh, sounds too easy to spam the thing.
#3: Yes. Absolutely.
#4: Yes.
#5: This sounds a lot like #2.
#6: I'd love one of these.
#7: Bombers would LOVE this.
#8: Hard to implement (if at all) but a wonderful idea.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.