Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Killer Whale on June 08, 2009, 03:29:43 am
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What weapons could be used in a freespace universe context and could be implemented into the game? Here are the ones I've got so far.
Plasma Cannon - Creates a sphere of charged, ultra hot matter that is heated to the point that it becomes plasma and is controlled by a magnetic field which fires at the target. Both the heat and the force with which it hits can do an awful lot of damage.
In fs2 this is what terran turrets are, Plasma cannon=blob turret. A thick, short laser bolt in-game.
Railgun - Accelerates a large piece of heavy metal along a pair of electrified rails forcing the metal along at extremely high speeds. When it hits the kinetic force devastates armour easily causing hull breaches.
This could be a laser which it usually is (INFA, Blue planet) or perhaps a small missile with a long trail could provide a huge shockwave to suit it's impact force.
Laser Gun - Fires a beam of photons at the enemy which can quickly slice through armour.
Er, laser.
Rocket Launcher - Fires warheads at the enemy which explode on contact. In space they would have much dampened effect.
A swarm of small rockets.
Beam cannon - Whatever Freespace's one is.
Torpedo Launcher - Fires huge bombs at enemy warships which when and if they reach the enemy create a huge explosion with a greater payload than conventional bombs held by bombers. Fire from a long distance so have a large chance of being shot down.
Missiles with bomb flag, can only be held by large warships, have a long range and a massive payload.
Mines - Dropped by a freighter or even a bomber, these small objects are stationary and will cause an enormous shockwave and explosion when they are destroyed, they need to be difficult to see so that ships ram them.
A bomb without speed and last for a long time or a ship with very few hitpoints and a massive explosion.
- another idea would be a stationary inferno or piranha which could be set off as a drop bomb as a pilot tries to escape from a wing of hostiles of hit tail.
-sushi for the second bit
Ship to ship missiles - A swarm of bombs fired from multiple turrets that unleash many bombs that are similar to bomber warheads but cheaper, quicker, and less powrfull. A similar shockwave to current bombs. Moderately sized trails. As fast, at least, as a fighter without afterburners. Very numerous.
- Mikes
CAPTOR mines - A cargo container that fires one or two bombs such as cyclops or trebuchets before either blowing up or staying still as a physical blocade. Create weapon and a cargo container.
- General Battuta
Sentry guns - not an actual weapon but a cruiser, corvette or freighter drops these which have a range to cause pause when a ship tries to fly past. A missile sentry gun would be great. A stationary ship with turrets
- Trashman
Coilgun - Magnetic coils hurl a fairly large bomb at a good speed. Gameplaywise it would basically be a high-velocity fusion mortar or possibly a giant flak gun.
- Oent, That's the sort of thing I want, good-on-ya!
Kamikaze ships - A fighter, possibly drone, that holds (a) large explosive(s) which detonate as the fighter crashes into or reaches proximity to it's target. Though some may simply be normal fighters that use their own payload and kinetic energy rather than containing explosives. Obviously they are better en-masse, with faster engines, larger explosives and much less effective if they simply bounce of the hull like normal fighters would rather than exploding. They are like huge bombs that: take many, many times more firepower to take out, do (most likely) more damage, are (probably) faster, are maneuvarable, are harder to hit, will swerve to another target if the initial is destroyed, and are reusable if they fail to hit their target and aren't destroyed. Negatives are that they are more expensive, larger (harder to store and larger targets), and require a better AI or even a human pilot. To make them is very simple, get a fighter, modify it if you want to, tick "kamikaze" flag and give it a damage power, and send them to crash into a target.
- Snail
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Okay, we've got rail-guns, lasers, rocket launchers to some extent (aka missiles) and torpedo launchers (check the Fenris). Plasma cannons sound cool though.
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Plasma Cannon = Terran Turrets; blobs
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Oh I see (skim-read your post).
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Mines sound interesting and possible
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Mines sound interesting and possible
They've been done: See Cardinal Spear for FSPort.
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What's missing are Capital Ship missiles ala Honorverse. (Not necessarily Laserheads, Nukes or conventional weaheads would do just fine too for that purpouse).
Basically something between a lumbering torpedo and an actual fighter to fighter missile, a "ship to ship" missile would be designed to be launched in large quantities to deliver significant warheads to enemy capital ships.
The main difference to "Torpedos" would be speed and range i guess... In Freespace terms, you would basically have to concepualize a weapon system at least as powerful as Freespace Beamweapons, in missile form, that launches large salvos of quite fast missiles (i.e. at the very least significantly faster than fighters without afterburners), some of which may be intercepted, but which are much... MUCH harder to intercept due to speed and quantity, than current torpedos or bomber launched warheads are.
In gameplay terms it would have a little potential to present capital ship combat as something other than "Take out these Beam weapons now alpha1!" ;) Nothing groundbreaking, but possibly a little flavor.
What i disliked a bit, was the huge overemphasis on single (or double, small quantities anyways) Torpedos / "Skip Missiles" in Wing Commander and even worse, in Starlance, that were basically just carrying a sign around saying "player intercept this or you lose!". I.e. a suggestion of "Capital Ship Missiles" in Freespace would be more of an integrated weapon system, with large volleys of missiles being traded and capital ships being able - to an extent - defend themselves from a percentage of them with their own armament of flak/AF beams etc. And of course they would have to be "visible"... for example with large drive signatures and moderately sized "trails" so you actually knew they were there... and quite visible impact explosions like current bombs/warheads already. And of course they would have to be somewhat spread out across the enemy ship and not appear all on the same spot ;)
Just my 2cent on potential FS weapons anyways.
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Railguns are included in ST and ST:R; all you have to do is force your guns to them. I wouldn't recommend doing so, however, because it'll almost certainly be sh-
/me blows up.
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The only good thing about the Cardinal Spear are (IMHO) tha mines (FREESPACE SO FRICKIN LACKS MINES), and the blob ubercannon you get in mine-tha-node mission
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I.e. a suggestion of "Capital Ship Missiles" in Freespace would be more of an integrated weapon system, with large volleys of missiles being traded and capital ships being able - to an extent - defend themselves from a percentage of them with their own armament of flak/AF beams etc. And of course they would have to be "visible"... for example with large drive signatures and moderately sized "trails" so you actually knew they were there... and quite visible impact explosions like current bombs/warheads already. And of course they would have to be somewhat spread out across the enemy ship and not appear all on the same spot ;)
Sounds a lot like BSG Basestar vs battlestar scenarios :D (http://www.diaspora-game.com/videos.html)
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The only good thing about the Cardinal Spear are (IMHO) tha mines (FREESPACE SO FRICKIN LACKS MINES), and the blob ubercannon you get in mine-tha-node mission
Dogfighting with that blob cannon = BAAAAAAD idea. :nervous:
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What's missing are Capital Ship missiles ala Honorverse. (Not necessarily Laserheads, Nukes or conventional weaheads would do just fine too for that purpouse).
Basically something between a lumbering torpedo and an actual fighter to fighter missile, a "ship to ship" missile would be designed to be launched in large quantities to deliver significant warheads to enemy capital ships.
The main difference to "Torpedos" would be speed and range i guess... In Freespace terms, you would basically have to concepualize a weapon system at least as powerful as Freespace Beamweapons, in missile form, that launches large salvos of quite fast missiles (i.e. at the very least significantly faster than fighters without afterburners), some of which may be intercepted, but which are much... MUCH harder to intercept due to speed and quantity, than current torpedos or bomber launched warheads are.
In gameplay terms it would have a little potential to present capital ship combat as something other than "Take out these Beam weapons now alpha1!" ;) Nothing groundbreaking, but possibly a little flavor.
What i disliked a bit, was the huge overemphasis on single (or double, small quantities anyways) Torpedos / "Skip Missiles" in Wing Commander and even worse, in Starlance, that were basically just carrying a sign around saying "player intercept this or you lose!". I.e. a suggestion of "Capital Ship Missiles" in Freespace would be more of an integrated weapon system, with large volleys of missiles being traded and capital ships being able - to an extent - defend themselves from a percentage of them with their own armament of flak/AF beams etc. And of course they would have to be "visible"... for example with large drive signatures and moderately sized "trails" so you actually knew they were there... and quite visible impact explosions like current bombs/warheads already. And of course they would have to be somewhat spread out across the enemy ship and not appear all on the same spot ;)
Just my 2cent on potential FS weapons anyways.
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These are in War in Heaven.
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Well.. static (contact) mines are pretty useless in space tbh - no shockwaves, target would need to be almost touching the mine even if it was nuclear mine.. however as in freespace as physics are already borked they might work just fine. Something like some of the modern 'mines' which actually launch a weapon (fast torpedo) at the target would be far more useful (ie. better, deployable sentry guns).
Use of armor on ships... It just makes no sense what so ever that large capships can be damaged by small fighters.. IMO ships of corvette/frigate should already have armor to withstand anything standard fighter cannons can throw at them while bigger ships could have even stronger armor. Though as FS and most of its mods are fighter centric this is something that is rather unlikely to be seen (though it is possible to do).
EDIT: Coming to think about it... Shield and armor penetrating weapons a la Sniper Cannon of I-W 2 or meson weapons of traveller universe. Things which shoot subatomic handwavium particles that materialize and detonate only inside the target...
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The only good thing about the Cardinal Spear are (IMHO) tha mines (FREESPACE SO FRICKIN LACKS MINES), and the blob ubercannon you get in mine-tha-node mission
Until you try hitting something 100m away from you with it... :p
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CAPTOR mines would be awesome. Actually, you can FRED them right now using self-destructing cargo containers (or whatnot) and create-weapon.
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Mine-wise, I've thought it would be cool to have mines that are basically a stationary version of the "Inferno" missile, where you detonate them by pressing the trigger again. Perfect for dealing with ships on your tail. :)
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CAPTOR mines would be awesome. Actually, you can FRED them right now using self-destructing cargo containers (or whatnot) and create-weapon.
Wasn't that done in WarzoneDerelict? There was this one mission where the GTCv Esher had its engines blown up and then you had to avoid flying too near cargo containers masquerading as anti-fighter mines...
Mine-wise, I've thought it would be cool to have mines that are basically a stationary version of the "Inferno" missile, where you detonate them by pressing the trigger again. Perfect for dealing with ships on your tail. :)
Well, if you can set the velocity of an Infyrno or Piranha missile to 0 m/s, that might help. ;7
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The minefield with the Escher was in Derelict.
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The minefield with the Escher was in Derelict.
Thanks for the pointer, Battuta. Fixed my post. Expect me to mix Warzone with Derelict up for a very long time. :D
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CAPTOR mines would be awesome. Actually, you can FRED them right now using self-destructing cargo containers (or whatnot) and create-weapon.
Wasn't that done in WarzoneDerelict? There was this one mission where the GTCv Esher had its engines blown up and then you had to avoid flying too near cargo containers masquerading as anti-fighter mines...
But ultimately required luring you into them, which obviously can't be managed very often. They were more like contact (or rather WW2-type Acoustic/Magnetic which operated on blast force to damage nearby ships). The CAPTOR type has greater merit but there's actually still a place for contact versions in FreeSpace, considering the limitations of jump nodes. (Though the situations in which such a total closing of a node, not even attempting recon through it, would be useful are very very few.)
I'm rather enamored of the concept of long-range heavy missiles myself, such as my conceptual Tyr surface-to-space missile for defending against a Shivan bombardment, and shorter-range multiple bomb launchers like I envisioned arming an anti-juggernaut corvette with; salvo a hundred and twenty Helios at something in one go and you're going to make contact with at least fifty; that ought to be enough to make even a Sathanas think twice. (Give it the ability to axial roll and launch a second wave and you might be able to kill the thing.)
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The INFR1 files contain a long-range hypervelocity missile called the Geodess-1. It's never used in-game and probably isn't meant to be mounted on fighters, but I've tried it myself and it's pretty good.
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They are mounted on an unused ship, the SOCv Neptune. I used them myself on one of my own capital ships, and they look great swarming around.
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It's a pity the Geodess uses the same lag technology as the Hornet. This means that, if you try firing it at a small ship, it only has an approximate 60% chance of hitting.
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You can see Geodess-1 in action in Ghost Revanenets ,in SOC loop.
They are excellent anti-cap missiles.
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CAPTOR mines would be awesome. Actually, you can FRED them right now using self-destructing cargo containers (or whatnot) and create-weapon.
Wasn't that done in WarzoneDerelict? There was this one mission where the GTCv Esher had its engines blown up and then you had to avoid flying too near cargo containers masquerading as anti-fighter mines...
But ultimately required luring you into them, which obviously can't be managed very often. They were more like contact (or rather WW2-type Acoustic/Magnetic which operated on blast force to damage nearby ships). The CAPTOR type has greater merit but there's actually still a place for contact versions in FreeSpace, considering the limitations of jump nodes. (Though the situations in which such a total closing of a node, not even attempting recon through it, would be useful are very very few.)
I'm rather enamored of the concept of long-range heavy missiles myself, such as my conceptual Tyr surface-to-space missile for defending against a Shivan bombardment, and shorter-range multiple bomb launchers like I envisioned arming an anti-juggernaut corvette with; salvo a hundred and twenty Helios at something in one go and you're going to make contact with at least fifty; that ought to be enough to make even a Sathanas think twice. (Give it the ability to axial roll and launch a second wave and you might be able to kill the thing.)
Swarm torpedoes are pretty decent in practice, although I'm still not sure after months of using them whether the shockwave from one blowing up can take out the others.
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I haven't seen that happen, as far as I know. Usually two or more adjacent torpedoes can go off at the same time when hit, but I think that's because they're both in the hit radius of the laser.
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You can always change them from swarm to corcscrew to avoid it (That's the way the Inferno and I handled this).
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I based a Steadfast mission on the Geodess-1. That's a very good looking weapon.
I guess something like that will be featured in INFA2.
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Well.. static (contact) mines are pretty useless in space tbh - no shockwaves, target would need to be almost touching the mine even if it was nuclear mine.. however as in freespace as physics are already borked they might work just fine. Something like some of the modern 'mines' which actually launch a weapon (fast torpedo) at the target would be far more useful (ie. better, deployable sentry guns).
Static mines are completley useless because space is 3D and it's BIG and ship are really, really fast. You'd need billions of mines to even try to block even the smallest area of space. And mines can be easily targeted and destroyed in space too.
Sentry guns are MUCH better.
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You could try seeking mines. It would use a small ship (perhaps a reskin of the EMP missile) and the Kamakaze flag. Make them activate when a ship gets too close. (Use "play dead" initial orders and then an "attack any enemy" when one gets in range)
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This reminds me of my idea for a Gunboy that shoots Black Shark missiles in D3.
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Well.. static (contact) mines are pretty useless in space tbh - no shockwaves, target would need to be almost touching the mine even if it was nuclear mine.. however as in freespace as physics are already borked they might work just fine. Something like some of the modern 'mines' which actually launch a weapon (fast torpedo) at the target would be far more useful (ie. better, deployable sentry guns).
Static mines are completley useless because space is 3D and it's BIG and ship are really, really fast. You'd need billions of mines to even try to block even the smallest area of space. And mines can be easily targeted and destroyed in space too.
Sentry guns are MUCH better.
The smallest area of space... you mean like a subspace node ? ;)
Considering we saw explosives like the meson bomb featuring a kill radius of several clicks.... i don't see how useful mines could not at least be conceptualized in the FS universe really heh.
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First, a (sort of) new weapon:
Laser beam - tabled as a beam cannon, but with a lower sustained damage rate, no pierce shields, longer pulse time, and longer range (6000-8000m), possibly using retail Shivan beam effects. I like to imagine that the Terrans in Sol developed weapons based on the Lucifer's that are somewhat different from the GTVA's.
The CAPTOR sounds like the most interesting mine so far. A mine (cargo container) could do a respectable amount of damage to a freighter or a transport with just a single Cyclops torpedo.
The smallest area of space... you mean like a subspace node ? ;)
Considering we saw explosives like the meson bomb featuring a kill radius of several clicks.... i don't see how useful mines could not at least be conceptualized in the FS universe really heh.
I think there are several reasons that one would not want to use meson bombs or similarly sized explosives as mines:
- Although there is no canon evidence that meson bombs are prohibitively expensive, their sheer size (relative to a Cyclops) suggests that they are (more) expensive.
- Since (in real life) explosions in space are less destructive than in atmosphere, much of the explosive power would be wasted unless there were direct contact between the mine and the target.
- A CAPTOR mine would deliver a much smaller explosive directly to the target's hull.
- A large (say one click radius) explosion would harm friendly ships (including the other mines) as well as enemies. You might not want that around a node blockade.
- A CAPTOR mine, on the other hand, would only damage enemy targets with a torpedo or some kind of homing Piranha variant.
- There is canon evidence that nodes can be damaged by large explosions. There is no assurance that large bombs going off just as an enemy destroyer exits a node will have no ill effects.
CAPTORs in FreeSpace sounded so interesting that it inspired me to complete my first FRED mission! Anyway, sorry for the rant. Long first post. :D
Edit: Zipped the mission.
[attachment deleted by ninja]
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(http://www.hard-light.net/forums/Smileys/HLP/welcome2hlpbb.gif)
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This reminds me of my idea for a Gunboy that shoots Black Shark missiles in D3.
Don't scare me now! :wtf:
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I proposed auto-generated minefields for FSO back when I was an active TBP member. I suggested that part of the asteroid field code would be used, as an alternative to manually placing large numbers of individual mines and cutting into the ships-per-mission limit. It would either require the mines to be listed in the ships table with a special class, or have a special minefield table be set up, so the capabilities of different mines can be specified, such as detonation range, stationary vs. homing, whether they have defensive turrets (a la Centauri Blockade mine), whether they are fully detectable, non-targetable (flashing blip), undetectable (not on radar), or cloaked, yeild, etc. The FRED minefield controls would also allow the size of the field, number of mines, and safe zones, just like with the existing asteroid field editor (though it could use the ability for multiple fields and multiple safe zones), but also whether they are in ordered or scattered layouts, as well as include the ability to mix different types of mines within the same field, with controls for the percentage of each type.
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That would be awesome :eek2: But, how hard would it be to create the minefield in-game. I mean, hundreds of mines would take a huge amount of time and money, wouldn't it just be cheaper to build a few corvettes and station them around the node, they'd work a lot better. And the FPS when viewing so many polys... *shudders*. Again, it may just be similar to having an asteroid field in the polys. Er, Trivial Phycic, would they cause a massive chain reaction if there was an explosion within the field?
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On a completely different note, I had a thought of replacing some of the capship beams with fusion-mortar-esque missiles. That way when you fly between duelling capships you have to do some fancy flying to avoid the streams of ordinance, rather than getting insta-vaped by a beam out of nowhere that you have no chance to dodge. I also thought of giving those massive flak turrets on the hecate faster versions of infyrnoes, because those massive turrets should shoot something more substantial.
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Remember what Command said?
Avoid the beam and you won't get hit, pilot!
He probably meant "Stay far away from any beam cannons".
Before I played Their Finest Hour, I originally imagined that the Colossus and Sathanas would be doing a broadside battle with about 1-2 km of space between them ... and that all ships would be fighting inside this 2 km.
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Er, Trivial Pshycic, would they cause a massive chain reaction if there was an explosion within the field?
Obviously it would need to be coded to avoid such a situation, or perhaps making it a feature for smaller fields to ensure that ships near the initial explosion can't escape. It would need to be a table option for specific types of mines.
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Er, Trivial Pshycic, would they cause a massive chain reaction if there was an explosion within the field?
Obviously it would need to be coded to avoid such a situation, or perhaps making it a feature for smaller fields to ensure that ships near the initial explosion can't escape. It would need to be a table option for specific types of mines.
Also, from a realism/practicality perspective: Minefields aren't designed that way. You don't want a chain reaction or your minefield is ruined. Of course, real minefields aren't meant to do serious damage to the enemy force, just to act as a strong enough deterrent that the enemy will go the long way around.
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No one have any other ideas? I dunno, an ultra-thin anti-matter beam fired at a target which causes the target to be severely damaged and creates a massive shockwave?
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What about good old cannons? By the way, after playing Cardinal Spear I thought putting your secondaries (the huge Plasma Cannon) in your primary banks and your ballistic primaries (Vulcan) in your secondary banks was rather clever.
No one have any other ideas? I dunno, an ultra-thin anti-matter beam fired at a target which causes the target to be severely damaged and creates a massive shockwave?
Can beams have shockwaves?
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Well, I tried giving the hecate some Moded Infyrnoes for "super flak" but it wont shoot them. Must be the "remote detonate flag" because they will turn and watch me menacingly but wont shoot.
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Actually, it looks like it's the "Spawn" flag. Removing the "Remote Detonate" flag didn't help, but when I removed the "Spawn Cluster Bomb Baby" part, it acted like a regular missile. I guess we can't have flak with submunitions. :( I also tried giving standard flak "Spawn Cluster Bomb Baby, 5" which was funny because the Hecate took itself down below 50% hull in a few seconds. :D
Edit: Also, if you're looking for something weighty for the Hecate to shoot, Infyrnos are way too small. You'd need the Helios model at least for it to be barely convincing.
I tried giving a beam a shockwave, but nothing happened. Although I guess if it's meant to be a powerful beam then you could just FRED it in.
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Well, I tried giving the hecate some Moded Infyrnoes for "super flak" but it wont shoot them. Must be the "remote detonate flag" because they will turn and watch me menacingly but wont shoot.
I remember someone saying that cluster spawning weapons on capships would only fire if there is more than one ship attacking or something like that.
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Can beams have shockwaves?
No. I believe only missiles/bombs can. So you might have a rapid fire missile which looks like a continuous beam. But for it to only last so long... dunno. I was really just trying to get people to start thinking of something again.
Just turn the Flak guns into missile launchers and make them fire infyrnos, that would decimate bomber wings pretty bad I'd say.
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I remember someone saying that cluster spawning weapons on capships would only fire if there is more than one ship attacking or something like that.
Observational evidence of too many hours attacking Deimos corvettes says yes.
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Yeah.. turret fired normal spawn weapons will not home, and will fly only at reduced speed before detonating. And are only fired if there are enough ships attacking the turrets parent ship.
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So if you attack a Lilith alone and it mounts Piranhas, it won't fire them? :confused:
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Can beams have shockwaves?
No. I believe only missiles/bombs can.
I have given shockwaves to primaries and flak, and they both worked.
...turret fired normal spawn weapons will not home, and will fly only at reduced speed before detonating.
By "not home" I assume you mean that they shoot out the top of the turret instead of out its barrels, which is very annoying. I am not sure about the speed, though. Piranhas and Infyrnos are very slow to begin with.
So if you attack a Lilith alone and it mounts Piranhas, it won't fire them? :confused:
Apparently so, although just two fighters is enough to make them fire.
So I just tried modifying an Infyrno to have 360-degree heak seeking, and it worked well. It seems promising for a long-range anti-fighter missile, possibly for that CAPTOR mine.
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Or you could try using 'smart spawn' weapons flag... in 3.6.11...
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Uh, Wanderer, we haven't even released the 3.6.10 executable yet... :wtf:
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How about a beam cannon or primary that does severe EMP damage. Like OGame's Ion Cannon.
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Uh, Wanderer, we haven't even released the 3.6.10 executable yet... :wtf:
3.6.11 is already being used for development.
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How about fighter- or bomber-mounted beams for killing capships or fighters? I think TBP has some of those.
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So does Inferno, I think. They should work fine.
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Yeah ,for the flawlessly working fighter beam it's best to check Shivans! v2.1 mod ,it has the beam cannon that should be used as template for any other fighter beams (it's the only one I seen having warmup and warmdown and unaffected by "overcharge" effect).
Tides Of Darkness and Stand Against The Night demo also use fighter beams ,but they can be "overcharged" (that means if you hold down the trigger multiple beams will start firing unless you run out of energy)
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Keep in mind that there's a difference between a mass driver and a beam cannon. ;)
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Who said anything about mass drivers? PERPLEXION.
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I'm just pointing out that the mass drivers in ToD and Shivans! are more or less similar in appearance to the Shivan Super Lasers. Snail mistook them for beam cannons.
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Hrm, okay. Well, we're discussing fighterbeams, which are quite hard to confuse.
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ToD has both mass drivers and fighter beams as bomber primaries.
Donno about Shivans!
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I think Shivans! has an equally diverse weapon set ... especially with regard to what kind of warhead you can mount on bombers. Even the Seraphim has limitations when it comes to torpedo loadout.
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Then what was it about confusion?
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I'm just pointing out that, since the mass driver shoots a projectile similar to the Shivan Super Laser, which is a hacked turret shot made to look like a beam, some people might think that the mass driver IS a beam weapon, when it actually isn't.
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Ok, but it doesn't have relevance to what Dragon was saying.
Just clarifying.
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Yeah ,for the flawlessly working fighter beam it's best to check Shivans! v2.1 mod....
Where can I find it? On FreeSpaceMods I only found Shivans! v0.2 (which I'm downloading now). It also turns out that "shivans" isn't the best search term around here. :D At least I got some fighter beams working without overcharging.
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http://www.hard-light.net/forums/index.php/topic,60801.0.html
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Coilgun - Magnetic coils hurl a fairly large bomb at a good speed. Gameplaywise it would basically be a high-velocity fusion mortar or possibly a giant flak gun.
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Suicide ships. Self-explanatory.
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A gun that shoots clone ships would be good. Pity such technology isn't easy to use as a machine gun. ;7
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I once tried to make a missile/bomb that spawned little drone fighters. It didn't work though.
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Coilgun - Magnetic coils hurl a fairly large bomb at a good speed. Gameplaywise it would basically be a high-velocity fusion mortar or possibly a giant flak gun.
That's exactly the sort of thing I want :yes2: :D :yes: