Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: sigtau on July 25, 2009, 05:07:44 pm
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Really, this topic is not a matter of which weapons, but rather what weapons.
I'm looking for the most creative weapon ideas you can think of, and ones that are plausible in the FreeSpace Open engine.
Anything, really. Anything you can think of, fighter and bomber primaries OR secondaries.
I'm willing to implement them in my modpack, which will be due for final release sometime next year.
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This (http://www.hard-light.net/forums/index.php/topic,57596.msg1161606.html#msg1161606) should prove useful. :)
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A souped up slow firing Leech style gun, which has residual EMP that can disable fighters... Think ION CANNON from Empire strikes back....the effect would be temporary but long lasting. I may alreadyhave one ;7
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A primary that slows down ships
A bomb that regens shields
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A beamspam missile. Basically a Piranha that spawns beams instead of missiles.
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^ ^ ^
Laser-head!
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Yeah. Like so:
(http://img24.imageshack.us/img24/9510/omgw.png)
(Image by Commander Zane)
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Mines
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Like wing commander (rear dropped close combnat ones?) but pimped?
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I've seen mines in Cardinal's Spear campaign, I would also like to see a fighter flak cannons, actually useful shotguns or even bettter, shotgun flaks (fighter mounted). :)
And of course good old machine gun (very high ROF, medium FOF , ballistic, low to medium damage).
I also like multi-spawn missiles and dumbfire or(and) swarm torpedoes.
Also, I like the tractor weapons, like Shivan Vapula tractor cannon or my Graviton Driver. (the effect is easly archived by setting negative mass for weapon)
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Maybe it's not the individual weapons, but how each complements the other.
In War in Heaven, each weapon has its individual merits and uses. In this way, each weapon is as useful as the other and it adds a completely new dimension to gameplay, as well as making combat very interesting.
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Yeah. Like so:
*Snip*
(Image by Commander Zane)
Those were SSL projectiles, actual beams as the child won't work to my knowledge.
Suprised I saw that image again. :P
Also, I like the tractor weapons, like Shivan Vapula tractor cannon or my Graviton Driver. (the effect is easly archived by setting negative mass for weapon)
You gave me a very funny idea...
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Gravity mines?
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A gun that will create a temporal black hole that will suck away half of the ship :shaking:, or just a missile that will stuck into the fighter and will make the target forcibly jump away to a random position far from the engagement zone.
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More like a laser with a mass equal to that of the Shivan Super Laser, but in the negative.
Instead of ship flying away at 440m/s, it's flying AT you at 440m/s. ;7
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A beamspam missile. Basically a Piranha that spawns beams instead of missiles.
Sounds like the Laser Blossom from Allegiance: basically a deployable sentry gun that shot a ton of lasers in every direction. Great against capships!
It would also be interesting to see Allegiance "combat pods" as well. Basically, deployable sentry guns.
Finally, I've always wanted the Impact Mortar from Descent 3 in Freespace.
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Most of the really clever weapons I've seen are in Steve-O's modeldump, at least some of which is available for public consumption.
As Snail said, it's really more about the tactical niche it fills. You need to provide the player with interesting ways to interact with other fighters and capital ships.
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/me still thinks that a sword-like primary weapon is feasible in FS2. :mad:
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Most of the suggested weapons are going to be so imbalanced in-game . . . but it'd be so cool. ;)
Most of the really clever weapons I've seen are in Steve-O's modeldump, at least some of which is available for public consumption.
As Snail said, it's really more about the tactical niche it fills. You need to provide the player with interesting ways to interact with other fighters and capital ships.
I agree. A weapon's selection should not be based on how big an explosion it can cause, but rather how different weapons complement each other.
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A weapon's selection should not be based on how big an explosion it can cause, but rather how different weapons complement each other.
You mean like the Subach-Tempest, Maxim-Circe and Maxim-Prometheus combinations?
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/me still thinks that a sword-like primary weapon is feasible in FS2. :mad:
Like a very short-ranged beam?
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One of the beam types is meant to be short range. . But the slash type could be cool for a beam sabre type weapon If tweaked. .
I'd like healthkit things. Imagine being behind enemy lines with no support and a bomber dropped little repair kits. . Using mines with negative damage ;)
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Do negative damage weapons work?
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As Snail said, it's really more about the tactical niche it fills. You need to provide the player with interesting ways to interact with other fighters and capital ships.
Since you asked so nicely... :D
Sounds like the Laser Blossom from Allegiance: basically a deployable sentry gun that shot a ton of lasers in every direction. Great against capships!
Interesting because:
Most of the lasers/beams won't hit anything unless you deploy them pretty much right up against the hull of a large target. Basically becomes an interesting alternative to bombs. It would expire on its own after 4-5 seconds.
It would also be interesting to see Allegiance "combat pods" as well. Basically, deployable sentry guns.
Interesting because:
Combat pods have a time limit and expire (20-30 seconds or so). So, for example, you could lay down a net of these in front of a bomb run and catch them in the crossfire. Alternately, let's say you are in a dogfight with a lighter fighter that always manages to stay behind you. Drop a couple of these and that fighter has more to think about. Combat pods would also have light armor and no shields, so they are fairly easy to shoot down. They would probably be best with a high-velocity, low-damage, short-range laser.
Finally, I've always wanted the Impact Mortar from Descent 3 in Freespace.
Interesting because:
This would probably be used similar to the Infyrno: use it against bomber/fighter clusters or as a way to bombard capships. For those not familiar with Descent 3, this is basically a momentum-launched grenade (most of its velocity is inherited from the firing ship, creates a fairly large explosion either on contact or after 2-3 seconds).
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Don't forget the Impact Mortar bounces off of enviromental surfaces (Anything that isn't yourself or a robot).
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Don't forget the Impact Mortar bounces off of enviromental surfaces (Anything that isn't yourself or a robot).
In FreeSpace that sounds like only asteroids and debris.
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It wouldn't even be that since every weapon impacts them.
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Infinite ricochet cannon. For space pong justice :yes:
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I've done that with the Cluster childs and threw them into a Hade's fighterbay, really funny way to aquire several hundred kills on the last mission of Silent Threat. :D
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Maybe you could make the beam bomb slash beams, with origin where the bomb detonated and random scythe. That would be cool.
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If that worked, that would be the most kickass weapon evar.
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Have 10 or 15 beams sweep the exact same arc. It's like a BFSlash. :D
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Slash beams are extraordinarily irritating from a player POV (and from a FREDder's, for that matter.) Random instant death is un-fun.
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I've been killed more by fixed beams than moving beams. :doubt:
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That's probably because there are far more fixed beams in existence.
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More like because they tend on wasting their shots to hit my and only my fighter.
I just had another idea, does mass effect how ships react to shockwaves? ;7
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It's $Density I think.
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$Density combined with the mass specified in the pof. And the $Blast Force (iirc) entry for the weapon.
I once made a negative-force shockwave ...
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Most of the really clever weapons I've seen are in Steve-O's modeldump, at least some of which is available for public consumption.
As Snail said, it's really more about the tactical niche it fills. You need to provide the player with interesting ways to interact with other fighters and capital ships.
I plan on giving each suggested weapon (that I do implement) subsequent flaws, in order to maintain balance and flow. I'm not an explosion whore moreso than I am interested in making an interesting complement of fighter weaponry that hasn't yet been seen in retail FreeSpace campaigns.
Seems like everyone assumes questions like these need to be diverted to "it's a matter of quality, not quantity." It's a bit sad that the internet has come to that. But hey, serious business. :nervous:
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As I've suggested before, try playing a bunch of different user-made campaigns, and check out what people have come up with. Procyon Insurgency's sniper weapons and toggleable turrets (believe that was SEXPed, though), Inferno's swarm weapons and Shocker secondary missile, BP's Balor, heavy bomber primaries for anti-ship work...there's a lot out there to riff off of.
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id like to see two weapons added to fighters bombers etc
1. an AI rear facing gun (to stop you getting ass raped) this would not be high powered or deadly accurate as such and would drain energy from other systems , i would like this as i cannot believe that this would not of been implemented in design
2. exploding countermeasures , for the same reason as above
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2. exploding countermeasures , for the same reason as above
I once made what I called the Blaze mine. A seconary that was pretty much an Infyrno with no velocity and used the countermeasure model. It also had a fixed detonation time, no second press triger.
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That would be sweet to watch.
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A stationary Inferno missile? That would make for a funny mine.
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id like to see two weapons added to fihters bombers etc
1. an AI rear facing gun (to stop you getting ass raped) this would not be high powered or deadly accurate as such and would drain energy from other systems , i would like this as i cannot believe that this would not of been implemented in design
The Badger and Tiger StarFuries from TBP have rear-facing tailgun turrets.
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something like an infyrno that moves faster and has a negative shockwave when you pop it, for the sake of taking large groups of bombers, and putting them all in one much smaller place for you to hit with your primaries.
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Flak rockets. I tried doing them myself. I didnt balance it well, and im too lazy to do it.
Basically like a tempest that explodes as a cloud of flak. Shorter lifespan though, that way you can make the rockets explode around a fighter your persueing, or a bomb, ect.
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I wouldn't go for a short lifespan, I would go for proximity detonation, provided it's been flying for a bit already. Wouldn't do to have them exploding as they left the tubes.
But I just play the game. I have no idea if you can even do something like that :D.
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Flak rockets. I tried doing them myself. I didnt balance it well, and im too lazy to do it.
Basically like a tempest that explodes as a cloud of flak. Shorter lifespan though, that way you can make the rockets explode around a fighter your persueing, or a bomb, ect.
Sounds like Inferno's A.C.R. rockets.
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id like to see two weapons added to fihters bombers etc
1. an AI rear facing gun (to stop you getting ass raped) this would not be high powered or deadly accurate as such and would drain energy from other systems , i would like this as i cannot believe that this would not of been implemented in design
The Badger and Tiger StarFuries from TBP have rear-facing tailgun turrets.
do these fire automatically? i cant seem to recallseeing them working
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Sounds like Inferno's A.C.R. rockets.
Nah. The A.C.R. is more like the Infyrno missile on crack.
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Only in the sense it does the exact same thing, but it still better describes what Tantalus said because the A.C.R. has an incredible rate of fire for how lethal it is.
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id like to see two weapons added to fihters bombers etc
1. an AI rear facing gun (to stop you getting ass raped) this would not be high powered or deadly accurate as such and would drain energy from other systems , i would like this as i cannot believe that this would not of been implemented in design
The Badger and Tiger StarFuries from TBP have rear-facing tailgun turrets.
do these fire automatically? i cant seem to recallseeing them working
With default behavior they will only fire on a ship you are targeting, However, there's an ai_profiles flag that will make bomber targets fire on any nearby enemy by themselves.
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The Balor in BP:AoA fires in a left-right-left-right pattern, right? I'd like to see more weapons that fire that way.
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The Balor in BP:AoA fires in a left-right-left-right pattern, right? I'd like to see more weapons that fire that way.
I still prefer the original flamerthroweresque Balor from ITDOH. There was considerable skill to using it because of its low speed, but it was every bit as effective, or more so, then the BP model.
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1. an AI rear facing gun (to stop you getting ass raped) this would not be high powered or deadly accurate as such and would drain energy from other systems , i would like this as i cannot believe that this would not of been implemented in design
Has fs2_open yet fixed bomber turret issue where it will only fire at a target player is targeting at the time? If not, tail turrets have little use unless you target whatever hostile is behind you.
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Has fs2_open yet fixed bomber turret issue where it will only fire at a target player is targeting at the time? If not, tail turrets have little use unless you target whatever hostile is behind you.
Which isn't terribly hard, people. The Ursa's turret gun was actually pretty useful if you just kept hitting R.
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you mean this?
$allow turrets target weapons freely:
FS2 Open, 3.6.11:
* If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.
Not sure if this is what you are looking for, the description is confusing.
What you are looking for it turrets attacking targets independently of what the player has targeted.
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That just makes me see turrets trying to shoot down Maxim projectiles and Hornet missiles. :P
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For what it's going to be useful?
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Well it wouldn't be. :P
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We really need independent turrets on fighters/bombers.
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As has been said, a simple AI profiles flag enables them to target independently.
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Well after searching through the wiki article (http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl), I can't find it. :confused:
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It's an objecttypes.tbl flag, not AIProfiles.
http://www.hard-light.net/wiki/index.php/Objecttypes.tbl
There: http://www.hard-light.net/wiki/index.php/Objecttypes.tbl#.24Turrets_prioritize_ship_target:
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A non damaging anti fighter tractor beam with emp. . . Combine with flak for much much pissed offski pilotski.
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I'd like to see an energy bomb (like the ones in the Nexus: The Jupiter Incident) Basicly like a Piranha, just fires energy which overloads shields. Very eye-candy too.
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So...it'd be a shield-damaging shockwave?
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A very powerful anti-shield shockwave with a large radius. Imagine a whole wing of Shivan bombers losing all their shields to one of these.
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Honestly, the coolest thing people could do for SCP would be to make a real use out of the targeting laser, and then to get rid of the Artillery Fired dummy message to reflect whatever new use it got. TAG is taken by the TAG missiles already, but maybe something else...
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Local subspace missiles work, but I'm not clear on whether anyone ever got subspace missile strikes working properly.
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Only one thing to do then. . . .
/me calls the bobbaucave via the bobauphone.
Can someone fire up the bobbausignal please. .
Not quite a weapon idea, but i'd like more elaborate chaff. That single beep pod :no: but a bit of a firework show like in STEALTH would be appreciated, I suppose I could add trails and make the decoy spawn children. . . .
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How about a countermeasure-like missile that creates solid walls in space? :drevil:
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Local subspace missiles work, but I'm not clear on whether anyone ever got subspace missile strikes working properly.
Both work.
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you mean this?
$allow turrets target weapons freely:
FS2 Open, 3.6.11:
* If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.
Not sure if this is what you are looking for, the description is confusing.
What you are looking for it turrets attacking targets independently of what the player has targeted.
That just makes me see turrets trying to shoot down Maxim projectiles and Hornet missiles. :P
For what it's going to be useful?
That is useful IF you are using the turret targeting priorities and want to set the turrets to shoot down other weapons than just those with bomb tag.
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Nice! Is there a working ssm.tbl posted somewhere that I could take a gander at? I'll study the Wiki example again but I don't think it ever seemed to work right, at least not in concert with targeting laser or TAG-C.
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Local subspace missiles work, but I'm not clear on whether anyone ever got subspace missile strikes working properly.
My apologies, I didn't know that there was a link between ssm.tbl and the seemingly uncoded Targeting Laser. I'll be sure to check the wiki first next time. What's the difference between a local subspace missile and a subspace missile strike?
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You launch a local subspace missile, it warps out and comes in near the target.
I just got subspace missile strikes working on my end - in those, you designate a target with the targeting laser or a TAG-C and missiles jump in to kill it.
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This might help...?http://www.hard-light.net/forums/index.php/topic,63676.0.html (http://www.hard-light.net/forums/index.php/topic,63676.0.html)
How about a huge bomb that releases a negative shockwave that sucks fighters, cruisers, and maybe even slightly a destroyer into it causing them all to collide with each other.
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Steve-O already did that one too. The man's a genius!
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I'm still interested in my Screen Launcher concept, something to break up attacking fightercraft via shockwaves, but it's annoyingly difficult to make work in practice without being a danger to the firing ship.
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Strange.
Mobius did all of these already, but thought they were bad ideas and moved on.
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Steve-O already did that one too. The man's a genius!
Which missile did that?
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I'm still interested in my Screen Launcher concept, something to break up attacking fightercraft via shockwaves, but it's annoyingly difficult to make work in practice without being a danger to the firing ship.
Try using the arm distance flag so it won't blow up until it's a set distance from the launcher/target?
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Steve-O already did that one too. The man's a genius!
Which missile did that?
It's unreleased to public, but I have tried it and it's really difficult to use unless you fly MIG (which is fast enough to deploy it and escape before getting sucked into explosion).
It's named BHB, which is short for Black Hole Bomb, and reminds me of Black Shark missile from Descent 3 (deploying it into a convoy is just plain fun, even if it's escorted by cruiser or two).
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Figures.
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Flaming_Sword's Shivans! v0.21 mod has a Shivan subspace missile in it was well. I think it's called the "Tactical Bomb".
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Try using the arm distance flag so it won't blow up until it's a set distance from the launcher/target?
That's not the tricky bit. I have yet to find the right balance between range and shockwave radius. It's supposed to be a relatively close-in weapon, but that's just not working because to be large enough to be useful it's damaging the firing ship, and I don't want to devote terribly many turrets to creating the screen.
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A TAG style missle that allows for a permanent aspect missile lock, as it's jammed into their hull. Thus, no matter where they fly, or if you change targets and reaquire them later, you would maintain persistant aspect missile lock with your other bank of missiles. They could be heat-seekers, like Rockeye/MX-50s, but a bit faster and a bit smaller, allowing for an equal payload to any missle in the inventory with the exception of the dumbfire rockets. By the way, I'd like a dumbfire rocket with more punch but lower payload as a "big brother" to the ones already present in FS1&2
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Like the Hammer and Hurricane?
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Half-life Gravity gun !
More seriously, I think Star Control / Ur-Quan Masters has quite a few ideas. To cite a few :
- The (Spathi Discriminator/Eluder's) Backwards Utilizing Tracking Torpedo. Missile leaving from the back of the ship, to get rid of those obnoxious people following you
- The (Umgah Drone's) anti-matter vent, which fires a short-range cone of destruction.
- The (Druuge Mauler's) ultra-long range canon, with the ship jumping back when he fires. Like space artillery.
- The Zog, Fot and Pik tongue, a very short range very powerful anti-capship laser, fired from fighters
- The (Slylandro Probe's) electric arc. As the name imply. Very random.
- The (Vux Intruder's) blobs, mine that slow down and paralyze the victim.
And, of course, the Shofixti Scout's Glory Device. People understand what I mean.
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I say a secondary weapon that fires droids that cut into the hull permanently damaging subsystems on the targeted ship
Much like what you saw in Star Wars III, during the opening sequence
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Disposable energy cells that can be taken in place of missiles.
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Maybe a bomb that temporarily screws up the subspace feild, preventing immediate vicinity reinforcement or escape (use wisely) for a short time. (reinforcements would still arrive, but just much farther away)
OR
A bomb that screws up the subspace feild not enough to effect ship movement, because it's got enough punch to prevent all local comms. This would be really handy on those infiltration type missions.
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You mean like the Subach-Tempest,
Eh? :P
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It's what you're basically stuck with using for the first part of the campaign, on account of the Prometheus R sucking monkey balls and Rockeyes taking up too much space to be effective at anti-transport/anti-cruiser work.
That's the reason I use that combination.
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Rockeyes are trash in campaign, but the Prom R paired with a Subach isn't half-bad. Transcend forced me to get good with the combination. :lol:
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I would like to see a Rockeye II. One that actually works.
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The MX-50 was decent in FS1 against the Vasudans because they had no shields. It became useless after shields became widespread.
The Rockeye is a glorified MX-50, and it is equally as ineffective.
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I'm thowing in with the better Rockeye/MX 50 group :yes:. I'd like a better fire&forget heat-seeker too :nod: Little bit faster, little bit more damage, at least the same maneuverability, and about average range.
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There was a heatseeker tornado thingie in at least one mod.
It broke the game something awful, but was very fun. :P
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Rockeyes already have a functional range that is massively significantly higher than all but the stil and trebs >.>
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I'd like a better fire&forget heat-seeker too :nod: Little bit faster, little bit more damage, at least the same maneuverability, and about average range.
Thunder from PI fills your description to the letter, with the exception of "little". :)
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Rockeyes already have a functional range that is massively significantly higher than all but the stil and trebs >.>
It was 2050m or something like that, right? :confused:
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You can fire them lonnnnnnnnnng before that though depending on the speed and vector of the hostile ship ;p
But yea it's around 1.9 to 2.0 I don't remember the exact range.
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Only problem with the Rockeye is how large they were for the tiny payload. If they had the impact of an Harpoon imagine how broken they'd be :lol:
Anyway, a tractor beam like-weapon would be nice. Something that would slow down the maneuverability of the target like in TIE Fighter. Or perhaps an energy dampening missile with the same effect for a duration.
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I wouldn't sound st**id, but I do would want to see Kamikaze droids deployed from capital ships. They could carry alot of Helios missiles, and then once rammed to an enemy, would deal great damage. Just image how we could sacrifice the Ursa's shields, and room, and cockpit, to put in like 25 Helii; that would deal damage enough to crush an entire destroyer. And, that's just one. Imagine how many Ursas an Orion can carry :drevil:
Also, if the Terrans had the tech, I'd have a cluster torpedo debris which could automatically target the subsystems of a ship.
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Just imagine how easy it would be to thwart an Orion's plan to send said Ursa with 25 Helios warheads towards another Destroyer. :P
A slow brick with less sheilds? Now its survivability has dropped ten-thousand-fold.
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A slow brick with less sheilds? Now its survivability has dropped ten-thousand-fold.
But it's still fun to let it warp near the enemy ship and, whether it collides or gets vaporized by lasers, it still deals 150 000 damage :p
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A homing (primary) plasma torpedo-ish weapon. Long range, heat seeking, high power consumption.
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Just imagine how easy it would be to thwart an Orion's plan to send said Ursa with 25 Helios warheads towards another Destroyer. :P
A slow brick with less sheilds? Now its survivability has dropped ten-thousand-fold.
Wouldn't the idea be, by stripping off auxillary systems, to make it significantly faster (or have a much better delta-V)?
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You need a more realistic flight model for acceleration to be important.
What really matters in FS is a top speed.
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Yeah, which is why I put it in brackets, being what would be important IRL, and what is important in FS.
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Weaponwise a novel effect would be for EMP weapons to invert controls or screw them up royally resulting in uncoordinated flight til the effect ceases.
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I would like to see a Rockeye II. One that actually works.
Scroll of Atankharzim is using the Rockeye from the demo version of FS2 as the Rockeye II. Half the cargo size, faster, and more powerful = win.
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I would like to see a Rockeye II. One that actually works.
Scroll of Atankharzim is using the Rockeye from the demo version of FS2 as the Rockeye II. Half the cargo size, faster, and more powerful = win.
Will the Nahemas have turrets?
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Yup.
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Two turrets? :shaking:
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a long range rail gun system... that shoots a 2 foot rail at super sonic speeds and has a chance of going through and hitting the next guy... and you have to stop to aim it... because rail guns can take out almost anything from far away that moves slow.
or a black hole gun, or a giant emp device that can take out capital ships, or off screen artillery support (a small gate opens up and a barrage of missiles follow though decimating the foe that had a tracking beacom on its side, put there by a gtva fighter)
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off screen artillery support (a small gate opens up and a barrage of missiles follow though decimating the foe that had a tracking beacom on its side, put there by a gtva fighter)
We've already got that working.
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And it was there since retail, just disabled.
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off screen artillery support (a small gate opens up and a barrage of missiles follow though decimating the foe that had a tracking beacom on its side, put there by a gtva fighter)
We've already got that working.
I'm a BP and Subspace Strikes were my idea.
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Heheh, yes.
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In Bobbau we trust.
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Bobboau was the first one who managed to get subspace missiles working?
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He was the one who showed me how to do it, so yeah, I think so. Dunno.
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Yeah, because the first time I saw subspace missiles was in Flaming_Sword's Shivans! v0.21 mod. I believe I have screenshots of those in the Celebration of FreeSpace thread somewhere.
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Those were local SSMs, I believe.
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I want gunpods in FS2.
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Doable. Steve-Os fighters use them.
By which I mean, they use external models for primary weapons.
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Actually, I was talking about secondaries that act as ballistic primaries.
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Also done by Steve-O.
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Actually, I was talking about secondaries that act as ballistic primaries.
You mean Tempests?
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Actually, I was talking about secondaries that act as ballistic primaries.
You mean Tempests?
:lol:
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I wanna see missles that are shaped so they spell 'the game' right before they smack your fighter in the fface with a meson explosion. And then have something special for the 'Player died...' like 'Player died. and he just lost the game'
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I want a missile that seeks out and destroys people who make stupid "The Game" jokes.
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Actually, I was talking about secondaries that act as ballistic primaries.
They'd be listed under the primary weapons list, so you've already got them on Steve-O's ships.
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I want a missile that seeks out and destroys people who make stupid "The Game" jokes.
Seconded
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I want an area of effect weapon like the PSGs in the X games.
Basically a weapon which fires a cone of energy, with the damage being distributed according to the surface area that impacts. It'd be ineffective against fighters (except at close range) but against larger capitals the damage would be pretty constant.
It's not really for a reason, I just think it'd be neat.
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Sooo, a space shotgun. :wtf:
What I would really like to see is proper lasers for fighters. That would be cool.
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Shockwave Generators aren't space shotguns, they're shockwave generators. :P
Proper lasers, you want invisible hitscan lasers?
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A very powerful anti-shield shockwave with a large radius. Imagine a whole wing of Shivan bombers losing all their shields to one of these.
I tried a missile like that but the shockwave only damages one sector of the enemy shields. It doesn't hit all 4.
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Shockwave Generators aren't space shotguns, they're shockwave generators. :P
Proper lasers, you want invisible hitscan lasers?
No, thin beam weapons. Invisible would be masers. :D Geeky acronyms FTW
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Proper space-based laser would be invisible. :P
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Except to the target!
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I want a missile that seeks out and destroys people who make stupid "The Game" jokes.
Blow yourself up with it then, because I just lost The Game thanks to you. :p
Sooo, a space shotgun. :wtf:
What I would really like to see is proper lasers for fighters. That would be cool.
There are actually quite a few instances of shotgun weapons in some mods. The Reaper in PI is one example.
What kind of laser are you looking for? The kind mounted on INFR1's SB Vindhyachal or a Shivan Super Laser-like gun?
Or are you looking for a laser blade? :drevil:
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Proper space-based laser would be invisible. :P
Yeah fair enough, with just a tiny dot reflected from the enemy ship. But seeing as FS is hardly all that realistic I think that coloured laser beams is not too much to ask for.
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I think you can explain it by the visible part being a hologram projected in order to make avoiding beams easier for friendly fighters.
"Avoid the beam and you won't get hit, pilot" would be much more difficult to execute (in fact nearly impsooible) if you couldn't see the beam.
That would also explain different colours of the beams, it's for distingushing enemy beams form friendly.
Also, beams cannot be projected on HUD, because EMP can screw it up and no one wants to fly into one just because of this.
Of course, that won't apply to fancy MVPs beams, but they're non-canon (though very cannon :)) anyway.
As for space shotguns, they were mostly useless, not matter where I encouncerd them (except one place, where they were diverted from otherwise overpowered weapon, but you this mod is unreleased jet).
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I want a missile that seeks out and destroys people who make stupid "The Game" jokes.
Blow yourself up with it then, because I just lost The Game thanks to you. :p
You're going to be the first target.
The Game: Worst bandwagon ever.
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... black hole gun
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I want a drill.
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I want a drill.
I want a giga-drill... breaker...
:nod:
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I want a giga-drill... breaker...
:nod:
Don't. Explain. The. Joke.
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Explain it!
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this has been mentioned in another thread but laser guided missile
a missile that constantly tries to fly along the line of your cross-hairs
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I'd like to see a grapple gun. Like the one from Colony Wars or the one that Starfuries use in B5
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I'd like to see a grapple gun. Like the one from Colony Wars or the one that Starfuries use in B5
you ever watched the scene in Serenity when the government and the Reavers tangle with each other ;7
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I've not gotten round to watching Firefly/Serenity yet.
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you ever watched the scene in Serenity when the government and the Reavers tangle with each other ;7
That would make multi a whole lot more interesting.......and a lot more of us sick.
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... black hole gun
Steve'o did a Black Hole Bomb.
It's almost impossible to deploy in anything slower than a Mig 343 and works much like Black Shark missile from Descent 3.
Actually, I was talking about secondaries that act as ballistic primaries.
Steve'o's Stormfire is like that, he also designed a fighter mounted sniper rifle with two types of ammo and extremally long range.
Also, the Vulcan from Cardinal's Spear works in similar way, as it's the only way it could be done at the time of FS1.
And as mentioned earlier, Tempests and most of the other rapid fire DF missiles can be used that way, especially Hurricane from Inferno.
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Maybe not much weapon-ish but i'd love to bomb the center of a destroyer and see it falling apart
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this might have been mentioned but a WC raptor style mine to shove in the face of a perusing fighter
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Mines in Cardinal's Spear may work that way.
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A 20 mm heavy machine gun. Why?
Because I wanna see how it works on shields :D
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That all falls down to how they function. Every game I've played with ballistic weapons typically have no effect on shields.
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A 20 mm heavy machine gun. Why?
Because I wanna see how it works on shields :D
see FS1 avenger for a 45mm cannon
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45mm projectiles of what? That doesn't say much coming from the Tech Lab.
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45mm projectiles of what? That doesn't say much coming from the Tech Lab.
Ownage. Ownage, of course. 45mm of pure, unadultered ownage... :cool:
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Plasma.
Also, TVWP features some machine guns in case you were interested.
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45mm projectiles of what? That doesn't say much coming from the Tech Lab.
projectiles
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.
see
http://www.hard-light.net/wiki/index.php/Avenger#Tech_Room_Data
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45mm projectiles of what? That doesn't say much coming from the Tech Lab.
projectiles
That is so descriptive you can't believe. :rolleyes:
Again, that doesn't tell us ****. It could be firing 45mm projectiles of just that for all we know.
see
http://www.hard-light.net/wiki/index.php/Avenger#Tech_Room_Data
Don't need to, I've played FreeSpace, I know what the Tech Room says about the Avenger which is WHY I just questioned what it exactly fires, because it DOES NOT SAY.
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I've seen a .Pof in the sandwich thread. So I know this is possible. . . . .
I would like a kitten flavoured cookie cannon.
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JAD3 reference I'm guessing?
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You're a JAD3 reference :p
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45mm projectiles of what? That doesn't say much coming from the Tech Lab.
Vomit.
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You're a JAD3 reference :p
YOU'RE banned 50 years ago!
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45mm projectiles of what? That doesn't say much coming from the Tech Lab.
projectiles
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.
see
http://www.hard-light.net/wiki/index.php/Avenger#Tech_Room_Data
The Avenger tech room data is stolen from a technical description of the real-life Phalanx CIWS system.
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Except that Phalanx is 20mm, but the rest fits perfectly.
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shoop da woop gun
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Plasma.
Also, TVWP features some machine guns in case you were interested.
I thought that was what "Terran Turrets" were.
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If you look in the weapon.tbl, you'll see that blobs are "ML-16 derivative", "Avenger derivative" or "Prometheus derivative" (at least in FS1). So they're just bigger, slower and less powerful variants of fighter guns.
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Bigger, slower, and less powerful.
Now how the heck did they come up with that idea?
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That's obviously for gameplay reasons. And also because of the way the turret AI works. Would the AI fire at the standard fire rate of blobs, then they would become dangerous. Try and set Fury's AI to a capital ship and you'll see what I mean.
Now if we forget gameplay and try to understand this choice in the FS universe...
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Or play Procyon Insurgency, which drops all the blob refire rates to 0.1 and still pose zero threat to the player because the player typically knows how to dodge them and still attack the bigger ship. :P
Now do the same and make the velocities that of the fighter guns and they are trouble. :P
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Or play Procyon Insurgency, which drops all the blob refire rates to 0.1 and still pose zero threat to the player because the player typically knows how to dodge them and still attack the bigger ship. :P
Now do the same and make the velocities that of the fighter guns and they are trouble. :P
Hey, the blobs in PI were dangerous because of the increased refire rate. Weaving in between blobs in PI without taking shield damage is hard to do, even on Very Easy.
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PI did not use any significantly altered AI, so warship turrets remained heavily handicapped.
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They still tore apart AI pretty well regardless.
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Wait, if you say that the Avenger's a 45 mm cannon, then this could somehow tell us whether or not the Harbringer is REALLY 5000 megatons...
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:wtf:
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Wait, if you say that the Avenger's a 45 mm cannon, then this could somehow tell us whether or not the Harbringer is REALLY 5000 megatons...
problem is that though the tables effectively give muzzle velocity with the projectile speed there is no reference to the mass of the round so you dont know how much kinetic energy the round has, alternatively you can't use the maxim because although you have the speed and composition (DPU) you there is no reference to the size of the round so you still dont know its mass
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The other thing is, it's what the game says, if it's 5GT (5,000MT), then it is.
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:wtf:
Well it's kind of a long story;
considering an Avenger is basically a standard 45 mm cannon, then we can estimate how many tons of TNT a modern-day 45 mm cannon does (let's say 10 tons). Then the Avenger does 10 tons and 20 damage. The Harbringer does 3200 damage; so 3200 divided by 20 = 160. 160 x 10 = 1600. So the Harbringer is 1600 tons of TNT - compare that to the fluff, which says it does 5,000,000,000 tons of force!!!
Back to how much TNT a 45 mm cannon is.
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I want a gun that switches IFFs, you can use bull**** excuses like a layering nanovirus (beastiloveyou) or other such nonsense. I just think a missile or plox firing beam would be useful for the last mission or multi cruiser duels.
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An anti-bomb missile could be cool. Super-fast, high manoeuvrability, ultra-low damage, high recharge rate and locking time. Can be explained away as being high capacity (tactical weapon, expensive, large number of engine power) or low capacity (negligible if any warhead).
Invisible beams (pure photon weapon) :shaking:
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:wtf:
Well it's kind of a long story;
considering an Avenger is basically a standard 45 mm cannon, then we can estimate how many tons of TNT a modern-day 45 mm cannon does (let's say 10 tons). Then the Avenger does 10 tons and 20 damage. The Harbringer does 3200 damage; so 3200 divided by 20 = 160. 160 x 10 = 1600. So the Harbringer is 1600 tons of TNT - compare that to the fluff, which says it does 5,000,000,000 tons of force!!!
Back to how much TNT a 45 mm cannon is.
You're trying to apply true knowledge to a science-fiction space simulator, it will only end with hordes of people bashing you for trying to put realism into something that cannot be determined by any means.
At least that's what I've seen frequently here. :P
An anti-bomb missile could be cool. Super-fast, high manoeuvrability, ultra-low damage, high recharge rate and locking time. Can be explained away as being high capacity (tactical weapon, expensive, large number of engine power) or low capacity (negligible if any warhead).
I like.
Has multi-aspect locking ever been mentioned here?
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I've wondered about that before, too.
When I think of how something like the Hornet or Tornado was probably intended to work, I don't see it being able to track just one target, but with the option to reach out and hit multiple targets. In fact, a multi-mode aspect seeking missile would be really cool...
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A Macross mod would be a lot more feasable then since they lock-on sequence appears exactly the same if I remember right.
Though I'm pretty sure Frontier had a red dot that would highlight each target instead of a triangle.
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The Flare from the Descent games. ;7
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"Player X ignited Player Y's fuel leak with a flare." :D
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I forgot to add, make a Guide Bot model and give it the flare.
I'm sure people remember how AGGRIVATING it was having that damn thing plinking your health away as you progress through the levels with its flares. ;)
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"Player X's Flare ignites Player Y's fuel leak!"
Fixed. :p
Pity the "Player X merges Player Y's face with his windshield" death message isn't vanilla.
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I don't remember ever hearing but. . . . Was turret recoil ever implemented?
Because that's one thing freespace is severely lacking in.
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Yo. I'm just gonna throw all ideas i have.
- Droppable Mines
- Droppable Sentry Guns
- Umbrella Shields. You deploy them somewhere and act as a shield. It could just be a 0 speed infinite lifetime missile.
- Cloud missiles (like Piranas, but weaker and recursive sub-munitions!)
- AAA Beam turrets !
- More subspace missiles
- The laser painting calling subspace missiles
- TAG Laser
- Missile with a constant explosion, making kindda a no-fly zone for 10-60s
Edit: Yo wait! I forgot something nice !
- Energy Transfer beam
- Shield Transfer beam
- Eventually, hull repair nanobots beam ?
- Subsystems repairer.
(Idea stolen from EVE Online) You could make this with negative damage weapons, right?
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I don't remember ever hearing but. . . . Was turret recoil ever implemented?
Because that's one thing freespace is severely lacking in.
Not suprising you'd ask that considering the mod you're a part of. ;P
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Anothere idea. Beam trail missiles.
Some missile doing a beam trail that last for a few seconds, damaging everything that pass in it.
Or an explosion trail missile (this wasn't my idea, though) : a missile with a short lifespan that spawn himself. It'll just keep detonating !
Well.. i guess you need a way to remove it or it'll stay forever.
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Anothere idea. Beam trail missiles.
Some missile doing a beam trail that last for a few seconds, damaging everything that pass in it.
The picture I'm seeing, if trail means exactly what it is, I'm seeing the missile leave the ship, then becoming hot molten slag by its own missile.
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Well it could work another way
A Beamlauncher-launcher missile, carrying the beam launcher missile for 3 seconds.
Then it detonates, releasing the Beamlauncher missile.
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how about a bomber weapon which could be deployed mine style that shoots a flimsy aaf style beam at nearby hostile fighters
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Following this idea: a deployable generator, making a shield-regeneration field !
However i'm not sure if this would be technically possible... and if it do... it would surely require scripting i guess
Edit: About turret recoil... Why would Laser turrets have recoil ?!
However i think it should be implemented on railgun. Too bad they're for capships.
Following that idea (too), is the turret turn rate implemented in FS2 ?
It is in EVE too, and while your angular speed is higher than the turret, it miss all shots (it's likely with an interceptor)
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Edit: About turret recoil... Why would Laser turrets have recoil ?!
However i think it should be implemented on railgun. Too bad they're for capships.
Actually the very reason Dekker would ask about it is because he's part of the Apocalypse Project team which is making Homeworld for FreeSpace, and Homeworld has turret recoil on their larger caliber weaponry.
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About turret recoil... Why would Laser turrets have recoil ?!
Why would Laser turrets have visible rounds?! Reason: not entirely laser... or rule of cool, both would answer both questions.
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We talked about this on IRC already
And some people said weapon like Subach are XASER and not LASER. however, i'm not aware of the difference >.>'
They also said, the beams color is just some side-effect. However, i don't remember why. Then i think it may just be the same thing for laser turrets...
But that may also explain the recoil right?
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Subluminal lasers
Ie. Don't look into it too much. If lasers (or xasers, which are lasers just at a different wavelength) travel slower than light then **** physics, more or less.
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Xaser isn't used in reality terms, it was a condensation for X-ray particle which only lasted as long as it took for a person to say it.
Unless you look at computers which Xaser is a model brand. :P
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Another idea. Other ideas.
AFAIK, Shield only get damaged where you shot it, right ?
How about an EM Weapon equally damaging all shields ?
Or a special EM laser, causing sensor bugs and shield alteration (shield integrity changes of shield part or something, auto-equalize..)
Special energy-drain weapons would be fun too.
Like, you fire anyway on the ship, and it damages engine, or weapons, or something. It could even be random
Last thing: get us disruptor weapons, like in TBP !
BTW, Any chance of seeing those Umbrella Shields somewhere?
I heard about it on Allegiance but they said it was removed.
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Special energy-drain weapons would be fun too.
Lamprey and Leech Gun.
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Don't they drain energy ?
I was talking about something that would actually disrupt random subsystems.. or damage em
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You said energy-drain.
So I gave you exactly the weapons that do what you said.
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Semantics.
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Like, you fire anyway on the ship, and it damages engine, or weapons, or something.
...
disruptor weapons
Akheton SDG, Disruptor Cannon, Advanced Disruptor?
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Errr.... I actually never saw a ship disrupted except using the FS1 Disruptor Missile, the DoS' Archer, or the TBP Disruptor.
By diruptor i mean the uh.... well.... idk how to explain this... you know, when it cuts engines <.>' like a temporary disable.
Do the standard SDG gun do this too ? i never saw it playing FS2 !
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Akheton SDG (FS2), Disruptor Cannon (FS1) and Advanced Disruptor (FS1) are primary weapons that damage the subsystems of ships (small craft and capital ships alike) with minimal hull damage.
And then there are the Stiletto missiles that do the same thing in a missile sort of way.
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Oh, that, electronics choking... I believe it's the "electronics" flag that does it.
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A guy with a sword and spear; ATTACK THE SATH!!!!