Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Aardwolf on July 19, 2006, 10:20:33 pm
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I want a new technology that I can implement in an FS2 Campaign (probably for the FSO/SCP version). I've done some thinking about what already exists, and what may have existed but isn't usable by the player. Possibly something that can be controlled by the player without adding complicated event scripts into FRED, or possibly part FRED and part built in, or even entirely scripted in FRED, it doesn't really matter. As long as the player can see the effect of it, I think it might be... helpful.
At the beginning of FS1 this is what I've gathered about technology available to both fleets:
- Subspace Jump Drives (both inter- and intra-system)
- Weak lasers
- Weak missiles
- Standard (non-subspace) engines
- Mention of a deflector-array at Ross 128 (in the MX-50 Techroom description)
Introduced or developed over the course of FS1:
- Shields
- Better sensors
- More powerful weapons (primary and secondary)
- Sheath shielding system (on the Lucifer, but done away with in FS2)
- Beam cannons (sort of, on the Lucifer)
Introduced at the beginning of FS2:
- Beam cannons (in greater use)
- Flak guns
- Different weapons
Introduced or developed during FS2:
- Gas miners
- Corvettes
- Juggernauts
- AWACS
- TAG Missiles (I personally think they're kind of useless and should have just been replaced with a fire-beam-at-target command in the Communication menu, but that's just a matter of opinion)
- Jump gates
- ETAK
So, what's a new technology I might be able to add? I'm not limitting myself to only one, but too many might be confusing. Any suggestions?
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I'm adding a significant new tech to my campaign, but I'm not gonna tell you what it is! :p
Hmmm.... what about an acid weapon of some sort? One that lingers and burns through the shield after it hits? I've heard of them in other Sci-Fi stuff and they're deadly...
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Gas miners probably existed before FS2
How about extending on the technology around the UD-8 Kayser,have missileswith sub atomic blasts and such.
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I've thought about that acid stuff before, and I even tried to implement it, using the Vepar_Impact ani from the mv_(adv)effects.vp file and a modified weapons, ships, and impacts table, and it worked acceptably. The problem was that I couldn't figure out a good launch mechanism, and that it dealt damage in exactly the same way that the other weapons i modelled it after did. It is a neat idea, and I'd like to be able to use it, but I would have to work around these problems to do it.
The other thing about an acid weapon is this: Either I would have to balance it with other weapons, or I would have to make it a significant part of the campaign, but doing both would be difficult. I'm looking for something like the Shivan shield technology, but different: I want something that can be absent at the beginning of the game, can be captured/developed/obtained somewhere in the middle of the campaign, and can be a balanced addition from that point onward. This actually sort of applies to all weapons.
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Well it's not a weapon but it would be a cool thing, thrust vectoring, something like that gliding shivan fighters can do, the Dragon especially.
For a weapon, maybe a missile that knocks shields out.
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Not new, but you could balance and create a good working weapon from the fs1 distruptor missile. It wasn't that great in fs1, you could make it a deadly bomb.
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Shield Jammer? Microwave Weapon? Subspace Jammer? Sticky bomb? A (Guided) TAG like device that increases a ships EM signature in the Nebula? Unmanned swarm fighters? Maybe subspace weapons?
That's all I can think of ATM.
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I like the "increased EM in nebula" one. A merge of AWACS and TAG tech...
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Interesting ideas. TAG already does what you've described, though, in a way. Some sort of subspace device could fill the role, if done properly. All I need is a good explanation of what it is, how it works (sort of, but not so scientific it can be disproven), and what it does.
Perhaps a shield disruption field, warship mounted, that uses a combination of subspace technology aquired from the shivans (perhaps from a SpaceHunk object left behind after the destruction of the first Sathanas? but then I would need to re-establish a connection with Capella.) and the technology that went into the Circe cannon and the Shield Breaker from FS:ST. The disadvantage of such a device would be its effect on both allied and hostile craft. I'm not even sure, is there an sexp for setting shield strength?
Another subspace technology you mentioned is a subspace jammer; it could have the same origins (from a SpaceHunk) except no Shield Breaker tech going into it. It would have the same effect, however: no jumps for ships on your side either. It would be difficult to script a ship having to jump in at a specific location, so maybe any jump would cause damage to the jumping ship and maybe the crippling of its engines? Still hard to script.
Both of these devices could/would be turned on and off by the ship using FRED sexps, of course.
Sticky bombs and acid weapons still would need to do special damage. Any suggestions for how to do this?
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Some of those could also be used with scripting.tbl (http://www.hard-light.net/wiki/index.php/Scripting.tbl), others with armor.tbl (http://www.hard-light.net/wiki/index.php/Armor.tbl) and weapons.tbl (http://www.hard-light.net/wiki/index.php/Weapons.tbl)'s less used options...
Also armor.tbl is very usefull in defining special damages to certain ships from certain weapons. It is very simple to define that certain ships take extra damage from certain weapons.
Distruptors are marvellous (that is weapons that use 'electronics' tag) but they have a small downside... their effect doesnt IIRC care about shields so they are hazardous to the user too.
Different field like effects are also possible.
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Well, not technically new, but easy to do; surface-to-space missile strikes. :p
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Subspace Missiles, perhaps? I imagine Bobb's been waiting for a couple of years for somebody to use those...
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A shield suppressor weapon should be more refined. I mean, the only way you can shut down shields is if you blast through them, or your the pilot and you turn them off from within the fighter. A more practical shield supression weapon could be like a leach missile, but like you launch it after you punch through the shields and have it do shield subsystem damage. But then again, i could see someone possibly getting away with this by targetting a shield subsystem and launching a stilleto 2 or something.
Speaking of which, how come the shield advanced messes with your electronics and subsystems but not your shield subsystem? Make a an upgrade to the emp advance would do the trick, or a missile dedicated to shield knockage.
A leach laser sucks, i think everyone knows that from how much it sucks and ineffective it is in fs. A leach laser especially takes too much time, and may be pointless as you wont get to seeing the fruits of it's labor as the fighter you're going after will probably be destroyed by alpha one.
Idk, maybe something like "temporal" missiles could be developed. Missiles that could be launched that exist in a different state of time based on the missile's temporal field which would pretty much pass right through shields as if they weren't there(people will know what i'm talking about if they watched star trek voyager and the year of hell episodes with the temporal torpedos).
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I thought everyone uses them... :nervous:
http://img35.imageshack.us/my.php?image=SSMSathanas2.jpg
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You don't really need subspace specific weaponry. The Maxim is pretty much already overkill in that area, but with that stated, you could probably have a toned down version of it (cheaper and your screen dosen't shake when you shoot it). Flak is much more deadly without sheilds (against fighters), and so are missles, so you don't really need any subspace weapons. I suppose it wouldn't be bad having subspace specific ships, like they would have 3 or 4 gun points, relativly no sheilds, but with ultra-high armor and moderate speed (70 to 75 m/s possibly). You could have an ultra heavy-cruiserish (armor-wise; 55K to 75K armor) cap ship, with lots of flak, a couple of AAAs, Maxim turrets (is that allowed?), I suppose you could have an anti-cap beam or two, but it wouldn't be required with all the maxim turrets.
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Introducing..... the GTSpcD class of warships! (Galactic Terran Subspace Destroyer)
And yes I think you can mount just about any weapon onto any turret.
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Yeah, I saw that voyager episode. I don't remember it very well, though.
Lots of good ideas, although I don't know how many are entirely practical.
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It's also worthwhile remembering that new technology need not be something you can directly see. ETAK wasn't really.
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Idk, some new weapons are more of things that are going to be refined. I mean the lasers in fs1 were total ****, and in fs2 they're the most awesome thing ever. But beams in fs2 qualify as **** until a sequel comes along when they're more refined. Stuff for more refining means weapons that they would put on a fighter but can't. In one of the training missions it mentions why they don't put beam weapons on turrets(because they're too big...why not just give a beam turret a cockpit and engine :lol: ).
But more refined weapons would be completely awesome weapons for capships, but early developed weapons for fighters. Beams for fighters, shield subsystem knockout missiles, but the thing i would find cool as **** would be a primary weapon of long range flak or short range. It'd be sort of like a maxim alternative too, it's slower rate of fire wouldn't shake your ship, and it'd be deadly since alpha one usually can get some dead on hits, and it'd be completely ok if you miss your target slightly...the flak would blow up in proximity.
And the maxim is not a subspace specific weapon. You only fly one mission in subspace out of all fs1 and fs2. Maxim was designed for long range attacks on cruisers and corvettes(any ship bigger than a fighter, and the maxim really does awesome when paired with the morning star that has the same fire rate). Idk what subspace specific weaponry would do actually. you go in to subspace following another ship with your fighter or your cruiser with blob turrets, and i don't see redoing your loadout any time soon, unless it be the missiles that the capship fires.
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How about an AWACS like vessel with subspace inibitor capabilities? That Lamia cruiser Axem is doing would make a great shivan version of this (I already gave this idea there anyway). This wouldnt be used on subspace but outside it, it would ''cut off'' an area of space from subspace making it impossible for any ships to use their drives in that area, this would be perfect for ambushes.
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While they're at it. They should make a reverse subspace inhibitor. I would find this to be more powerful. You're just in your own ship formation in the shivan nebula and you don't want any other ships in the area besides your own. Use a subspace reverse inhibitor, which would keep ships from warping in. One good way to cut down on surprise attacks.
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It doesn't have to be subspace technology, that was just another idea someone threw out there. It's an interesting idea, and could have a lot of potential, though.
Also, as for flak, can it be launched from a fighter? If it can, some sort of acid flak might be an interesting effect. Even non-fighter launched acid flak would be cool. What sort of shield, hull, and subsystem damage do you think such a weapon would cause?
For the subspace inhibitor, I was actually thinking sort of both... it would both prevent warpouts and warp-ins. However, I think preventing or relocating warp-ins would be harder to FRED than preventing ships from jumping out.
The Lamia is kind of cool looking, but I don't particularly like the three-way symmetry. Even for Shivan it looks kind of funky weird. Heh. Even... Shivan... rhyme... and it was accidental too!
Subspace specific ships and weapons don't do it for me... they don't seem to belong. I'm going to start a new thread about subspace, how it works (not the physics but the gameplay), some inconsistencies I noticed, and stuff like that. This thread is still open though. You don't have to limit your tech ideas to ones that will benefit my campaign either, because, although special help would be appreciated, I have barely even got a framework ready. Actually, I don't even have that.
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Along the lines of a subspace inhibitor; what about a subspace blocker? Instead of a big, expensive blockade (which could be destroyed by a Juggernaut or larger ship), fit a giant metal sphere with engines and fly it into the node where a subspace portal would open. The sphere could even be made of scrap metal. The portal opens, and instead of the ship emerging into realspace, it pops out inside a solid object. No matter how large a ship hit it, that sphere would do huge damage to the ship. Also, most ships won't commit to an inter-system jump if the exit is blocked. Either way, nothing can get through, and it's cheaper and more logistically efficient than destroying the node outright. It would also leave more ships free for combat operations.
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Interesting idea, but it doesn't seem very FreeSpace-y.
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When ships come out of subspace, they emerge at a very high velocity like 200m/s. Emerging at that speed into a huge block of **** would probably stop the ship dead in its tracks while having major collision damage and the subspace portal would eventually close on the stopped ship. Cutting it in half/destroying it. Sound like a great idea, i can see the gtva getting away with it using a ton of asteroids reinforced and positioned as a huge node encompassing mass. But, like i said, it'd have to be massive, with a bunch of capships coming out of subspace at 200m/s(especially a sathanas). After a while, that might be enough kinetic energy to transfer over to the blockage if a bunch of huge ships smacked into it to get it some motion to move out of the way.
This idea could work, more than enough cheap resources in the galaxy to do it with (cheap resources like asteroids).
That's an inventive idea.
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I didn't say it wasn't creative. I just mean that it doesn't seem like a FreeSpace-style technology.
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When ships come out of subspace, they emerge at a very high velocity like 200m/s. Emerging at that speed into a huge block of **** would probably stop the ship dead in its tracks while having major collision damage and the subspace portal would eventually close on the stopped ship. Cutting it in half/destroying it. Sound like a great idea, i can see the gtva getting away with it using a ton of asteroids reinforced and positioned as a huge node encompassing mass. But, like i said, it'd have to be massive, with a bunch of capships coming out of subspace at 200m/s(especially a sathanas). After a while, that might be enough kinetic energy to transfer over to the blockage if a bunch of huge ships smacked into it to get it some motion to move out of the way.
This idea could work, more than enough cheap resources in the galaxy to do it with (cheap resources like asteroids).
That's an inventive idea.
Erm, sorry to rain on your parade, but you know how the physics engine in FS2 would read that? The large ship would take damage, sure, but not lethal damage, and all the asteroids would be pushed outta the way. I saw this happen in Inferno when I caused a carrier to jump out a little too close to a Melia Installation (that Installation is freaking huge, non-Inferno players, much larger than a Sathanas). The Carrier pushed the object 10x its size nearly 5 klicks!
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how bout an area shield? a vast protective bubble much like the fort shield in nexus. friendly ships can go in and out, enemy ships stay out. :nervous:
i think that would be perfect for an installation :nod:
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Erm, sorry to rain on your parade, but you know how the physics engine in FS2 would read that? The large ship would take damage, sure, but not lethal damage, and all the asteroids would be pushed outta the way. I saw this happen in Inferno when I caused a carrier to jump out a little too close to a Melia Installation (that Installation is freaking huge, non-Inferno players, much larger than a Sathanas). The Carrier pushed the object 10x its size nearly 5 klicks!
That probably has more to do with lack of any inertia moments in most of the user made mods and also user set model mass values than actual physic engine stuff.
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Well that would be nice ideea, a subspace destabiliser, (we've seen nodes collapsed by explosions) What if a field generator could dissipate the entry wormhole of a destroyer for example, mid-entry efffectively slicing the ship in half..........?
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That'd be awesome, a premature subspace closure device. Any ship can warp in, but the vortex closes prematurely and cuts the ship in half. That would be perfect for blockading a node.
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That would be hard to implement, unless you just wanted to destroy or damage the ship. Actually slicing it... probably impossible. Would be pretty cool, though.
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NI know Geo-mod (dont we all) is practically unfeasible right now, But a weapon (mine / bomb maybe) would be cool if it could disrupt a subspace entry, maybe it would work by saturating an area with some sort of particles for a limited time (10 secs?) causing all entering ships to Phail.........
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A capital ship mounted mass-driver that launch's small asteroids or something. Maybe use it against some huge station that has too much defenses to launch a normal attack.
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A Meson Bomb Launcher?
GTVMbL! I had an Idea like that a while ago...
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The Gorgon Cannon was essentially just that: a cannon that fired a concentrated beam of Meson particles.
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Subspace to realspace beam weapons. Portal opens, beam shoots from it, portal closes.
Do that just once, and people start looking at those subspace portals a lot closer.
Interstellar Subspace Capable Guided Ballistic Missiles.
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unfortunately the thing that sucks about subspace is that, you can only stay in there if you're going somewhere.
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Yeah, which kind of goes against the "subspace life-forms" ideas i've seen occasionally. It always seemed kind of stupid to me anyway, but now that you mention it, yeah, it'd also probably be impossible.
Wait... do the things have to be moving somewhere? It would have seemed like it in FS1 up until the battle in subspace. It sort of feels like they have to be moving; in that battle, the velocity of the Lucifer is zero, though. What does that mean? Is it just to make gameplay easier and lessen possible weirdnesses with collisions between fighters and the Lucifer? Can you even exit an inter-system jump somewhere other than at one of the nodes? Also, what happens if you get disabled or your jump drive becomes inoperative in subspace?
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That's relative speed. You're still being pulled toward Sol at a FTL velocity, otherwise you'd have all the time in the world to destroy the Lucifer, and not 10 minutes like Command says. Once you enter subspace, you're more or less being dragged along with no say in the matter.
I have no idea what would happen if you re-engaged your subspace drive while in subspace. You'd probably be destroyed.
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Probably if you're subspace drive fails when you're doing an in-system jump you just come out of subspace. I'd imagine you can come out of an in-system jump anytime you wish. Unless it's all about plotting coordinates to jump to first, and you're just along for the ride while in subspace until you arrive at your coordinates in-system. But for in-system jump it's probably a matter of both plotting coordinates and still having control of where you choose to come out of subspace earlier, or at your coordinates.
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It would have seemed like it in FS1 up until the battle in subspace. It sort of feels like they have to be moving; in that battle, the velocity of the Lucifer is zero, though.
I am pretty sure that was just for mission balance; the FS1 AI had a much more difficult time hitting a moving target.....
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How sure are we about the "You have to be going somewhere" thing anyway? I seem to remember failing the final mission in FS1 once, and watching the lucifier leave subspace. I remained behind though - which would seem to suggest you don't absolutely positively have to be moving.
Moreover, the fact that I was capable of reaching the lucifer at all tells me that a ship in subspace remains connected to it's entrance point. Else alpha 1 and co would've had to catch up to the lucifer in subspace as well as real space - but you don't. You enter subspace, and poof, you're there. If the lucifer was indeed actually moving superlight and that was just relative velocity, why didn't A1 and co have to close the gap, which would've been quite considerable given the head start the lucifer had.
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Is it possible to do shockwave generators in the SCP? I can only think of that right now... =X
A really big emp shockwave that drains a ton of energy but it makes every single fighter nearby go bezerk (and crash and burn?) or something... Without harming the ship that was firing the weapon itself... :blah:
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How sure are we about the "You have to be going somewhere" thing anyway? I seem to remember failing the final mission in FS1 once, and watching the lucifier leave subspace. I remained behind though - which would seem to suggest you don't absolutely positively have to be moving.
Moreover, the fact that I was capable of reaching the lucifer at all tells me that a ship in subspace remains connected to it's entrance point. Else alpha 1 and co would've had to catch up to the lucifer in subspace as well as real space - but you don't. You enter subspace, and poof, you're there. If the lucifer was indeed actually moving superlight and that was just relative velocity, why didn't A1 and co have to close the gap, which would've been quite considerable given the head start the lucifer had.
Think of the subspace tunnel as a set "conduit" with a fixed length (until it got pwnd) Once the Lucy entered the node it treaversed the distance based on its own maximum thrust which is pretty slow, IIRC you still had to approach the LUCY you didnt *POP* on top of it..........
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I figure something would eventually get pushed eventually, but not that easily. I guess putting the shield extremely close to the opening of a subspace point wouldn't do ****.
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Think of the subspace tunnel as a set "conduit" with a fixed length (until it got pwnd) Once the Lucy entered the node it treaversed the distance based on its own maximum thrust which is pretty slow, IIRC you still had to approach the LUCY you didnt *POP* on top of it..........
If it's a tunnel, it's not a very large one. And if the lucifer's maximum thrust matters, that would imply that regular engines matter even in subspace, so you could just cut them and hang around, then shoot at people on the other side with the theoretical weapon, neh?
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Maybe you have to enter into the same subspace "packet" that the ship is in in order to engage it, and that's really what the Ancients' technology about subspace tracking allowed, not just letting you track them but allowing you to enter into the same "packet" that the ship is in and destroy it. I suppose the packet would keep moving, though. Maybe the time running out in the mission before was just until the packet got too far away from the node for a safe entry. Maybe the conduit connecting the packet to the nodes gets almost infinitely narrow as you get farther from the endpoints, like this |---<>-|. (Crude ascii art.) the path on the left side would be narrower than the path on the right, and once it gets narrow enough, no ship can fit. However, (and this is just theoretical) the space around the packet is large enough to house the entire battle and not have any reachable (in any sane amount of time) boundary. Besides, the packet would reach the end before you could escape.
As for the "Lucy" warping out, I believe :v: originally planned to make a "failure movie," but they decided against it. In the FreeSpace Bible, or whatever it's called (when I first heard about it I thought it would be more than just the scripts for all of the movies), it says they were worried it would turn out too much like the explosion scenes in ID4. In the VICTORY scenario, they all emerge simultaneously, but you never see them warp out from the inside.
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Something I'm working on myself, easily implented, new; ship class with modular weapons packages. Since multidocking came around you could even swap them in-mission if you wished. (Defend a carrier while it swaps its launch bays for guns?)
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Something that is original and implimentable is replacing all of the terran turrets(except the green ones since they are almost as powerful as a prometheus) with subachs hl-7's. You wouldn't have slow moving usually not hit their target blobs anymore with something cheap and effectively much better.
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Umm? Would cloaking devices fit in with this, would it be implementable at all?
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That would throw off the current balance, so you'd need to rebalance
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Cloaks already working via SCP, Its just a visual effect, the *Hidden from sensors* flag was used extensively in retail to be fair......
Now the Giant Subspace Chicken, if you could work that into a camp.
How many guys remember him?
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Giant Subspace Chicken?
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Something I'm working on myself, easily implented, new; ship class with modular weapons packages. Since multidocking came around you could even swap them in-mission if you wished. (Defend a carrier while it swaps its launch bays for guns?)
This idea I particularly like.
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Speaking of docking, that immediately makes people think of mutli-docking. Also a story some people have definitely heard about docking a fighter with an arcadia(if you dock a fighter with an arcadia, the whole entire arcadia flies around using all of it's turrets to kill the nearby hostiles). I think it'd be interesting if you could multidock some fighters.
MULTIFIGHTER DOCKING AND HIJACKING
Oh you poor little boy, you fly a flimsy single myrmidon, well i fly a wing of them with 9 banks of missiles and 18 gunpoints. Maneuverability would be cut down a good deal, but it would still be a lot higher than a cruiser or freighter, maybe even an ursa. 3 myrmidons docked together would be extremely powerful, fast. You'd definitely be able to take advantage of your wingmen in a valuable way. Of course when i mean docking all the ships together, i mean something pretty basic, you call your wing to dock with you, after that you gain full control of all the ships since they'd be one, all of the functions would be synced like missiles and lasers, other things would be synced too like the engines. There would be no speed increase from docking fighters, nor an afterburner increase(firing 3 sets of afterburners or starting 3 sets of engines of the same type at the same time would offer no speed increase, but would offer some serious pushing power(it'd be like adding extra horsepower)). And of course the perspective from alphaones fighter should change, you're lasers would go where your crosshairs would be same thing with the docked ships, just think of it as wide gunpoints(not so good for attacking fighters, but good for freighters and craft that get larger in class up the food chain).
Everything with docked fighters would be synced, you could sync the energy output if you want to, but i don't think it would be so fun that way. Each fighter would retain it's own energy for it's own weapons, depending on if fighters in your wing have different weapons or not would be a factor of who in your dock cluster would run out of gun energy first and wait to recharge of course. But shielding should remain seperate, screw making one whole shield bubble around the docked fighters, just leave the shields as they are other parts of your docked cluster would be taking shield damage while you wouldn't be(that would protect other parts of the cluster), and shields recharge anyway. The reason why the shields would remain seperate is because if people plan on docking fighters together are planning to slaughter some cruisers, freighters, and corvettes(idk about destroyers). That means the player would encounter much flak, beam, and laser fire. So, having other fighters docked to you will have more firepower, and draw more firepower away from alphaone, alphaones ship dock cluster would effectively have destroyables. The shields go out on one docked fighter and it blows up, well you're still alive, shields are up, and you still have the other docked fighter, as well as your maneuverability increasing.
And then having weapons control of all the fighters would be cool, you could switch between combining all of the weapons to selecting different kinds of weapons depending on what the ships are equipped with. You could switch between disruptors and prometheus, or combo them, or shoot all at the same time. Having control like that over missiles would be cool, but not so much, but shooting 6 helioses at the same time would be sweet.
Note that this would only be good at disabling or destroying ships bigger than fighter class...by yourself.
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That would throw off the current balance, so you'd need to rebalance
Damn I didn't notice Wobble got there before me, I was actually replying to:
Something that is original and implimentable is replacing all of the terran turrets(except the green ones since they are almost as powerful as a prometheus) with subachs hl-7's. You wouldn't have slow moving usually not hit their target blobs anymore with something cheap and effectively much better.
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The ships that used to have many of their turrets as Terran Turrets, and were therfore the underdogs, would suddenly have a huge jump in firepower.
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New things bring along a big change and will break a lot of things. If people are just going to ***** about breaking balance or rebalancing then this thread is pointless. This thread is for ideas, mainly those implimentable. Different missiles, changing turrets, cloaks, and docking are implimentable(idk how implimentable docking a wing of fighters is though). All of which would break balance. In the end i'm not really sure if it matters mentioning the fact that balance will be broken. People who would do the implimentation would have to rebalance or plain old not. A lot of these ideas are fun because some of them are specifically meant to break balance in a big way :nod: Speaking of which the docked together wing of fighters, that'd be a lot of missile suppression as you'd be launching several countermeasures at the same time. A cluster of docked fighters would break balance in a huge way, but it'd be fun. Hell even breaking balance in one mission is fun, such as the gorgon cannon tells the tail of destroying a demon in one ridiculously powerful meson beam blast.
I know people can put beams on fighters too. Someone should make a fighter mountable flak gun.
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With regards to the fighter docking, I'm tasting................Booster packs a'la veritech armour..And i'm getting a hint of.Wasp from Wing commander Prophecy too.
Very nice aroma :yes: