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Ohems

Alpha Tester
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    Ohems reacted to Kurock in [CSYN Contest] Picture this - The Poll [CLOSED]   
    And voting is closed (You can still go vote but it doesn't count for the competition anymore )
     
    A big thank you to all participants and voters, we hope to have more contests like this in the future.
     
    The winners are:
    1st: Code24 - ODS Ganymede - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42175 (27 votes [31.40%])
    2nd: MrStarWars- Super Solar Dreadnought - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42561 (14 votes [16.28%])
    3rd: D. Diablo - Planets - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42294 (12 votes [13.95%])
     
    The random prize goes to:
    DarkNovation - Utility Freighter - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42430 (6 votes [6.98%])
     
    Winners will be contacted directly by a CSYN representative.
     
    The final tally is as follows:
    Code24 - ODS Ganymede - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42175 (27 votes [31.40%])
    MrStarWars - Super Solar Dreadnought - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42561 (14 votes [16.28%])
    D. Diablo - Planets - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42294 (12 votes [13.95%])
    Lethys - Shiptoaster - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=41874 (8 votes [9.30%])
    ForlornFoe - Ancient Scout - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42351 (6 votes [6.98%])
    DarkNovation - Utility Freighter - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42430 (6 votes [6.98%])
    Eclipse913 - Escort Fighter - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42397 (5 votes [5.81%])
    Papa - Galactus - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42559 (4 votes [4.65%])
    BenFargo - The Clipper - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=42182 (3 votes [3.49%])
    UnderhandAerial - Dual Love - https://board.dualthegame.com/index.php?/topic/10569-csyn-contest-picture-this/?p=41877 (1 votes [1.16%])
  2. Like
    Ohems reacted to SgtToothpaste in Some thoughts on ship weapon design/categorization...   
    Greetings! This will likely be a long post with lots of interconnected lists, so bear with me..
     
    Ship Weapon design/customization system
     
        Most sifi games simply give the player access to a selection of existing weapons, designed by the devs. Each weapon has base stats that can sometimes be customized with upgrades, but for the most part this simplistic approach leads to the emergence of  a very confined meta of loadouts that work.
        The concept I will describe is aimed at making ship-mounted weapons modular, so that players can design and test weapons based on the need at hand and the resources available. The idea is to maximize the diversity of play styles and make encountering unique or niche weapon systems a common occurrence. Additionally, it will add a degree of R&D, where players can test and refine their systems and even invent entirely new methods of war. A player could, conceivably, make a career of designing weapons tech, for a price.
     
    To describe how this could be done, I will try to represent the idea visually.
     
    A weapon is made up of several modular parts arranged in a hierarchy, and the parts are chosen according to the desired outcome. Each part is contingent on the part above it on the hierarchy, and controls a major attribute of the weapon.
    The hierarchy could be as follows:
     
    Body
    Core
    Receiver
    Barrel
     
    Body - The frame of the weapon that is fitted to the ship's hardpoint, or weapon slot. This decides the class or size of the weapon: it's hitpoints, maximum weight, volume, and power consumption. Also controls the weapon's gimbaling range, if any.
    Core - The guts of the weapon, mounted within the Body. This decides the basic type of weapon that will be produced. For example, a Kinetic Core will produce some kind of projectile weapon, be it a railgun, Gauss gun, chemically propelled gun, etc.. A laser core will produce some kind of directed energy weapon, be it a pulse or beam laser. The core affects the weapon's base stats like power consumption.
    Receiver - Midsection of the weapon. This module determines what subtype of weapon that will be produced, and allows for things like multiple barrels. For example, a Kinetic Core fitted with a Gatling receiver will have access to certain barrels and thus ammo types, while a Plasma core fitted with a Mortar-style receiver will have access to others. This affects things like rate of fire, temperature, and damage output.
    Barrel - The business end of the weapon. This is involved with the fine tuning of the weapon. For example, a Rail barrel of a given length and power rating will affect the muzzle velocity and charge rate of the weapon. Different types of focusing barrels for laser weapons could effect range and heat buildup.
     
    Lets run through a hypothetical R&D session by an aspiring weapons designer who is trying to build the perfect weapon for a contract. He/she gathers some materials and opens the weapon R&D window, and is presented with a selection of parts that can fit the hardpoint in question:
     
    Body - 
    Manufacturer 1: 3T, 0 degree Gimbal, 24 max power input, 10 Internal space.
    Manufacturer 2: 2.2T, 5 degree Gimbal, 17 max power, 18 internal space.
    Manufacturer 3: 1.8T, 180 degree turreted, 9 max power, 12 internal space.
    etc..
     
    Our tech decides on the second option, the heavy body with the 5 degree gimbal and ample power.
     
    Core - 
    Kinetic Core. Base power draw: 3.
    Plasma Core. Base draw: 5.
    Missile Core. Base draw: 0.5.
    Laser Core. Base draw: 8.
     
    The player decides they need something with a good balance of range and armor penetration, and they are starting to get an idea of what they want. They choose the Kinetic Core.
    Based on that choice, they have these options for compatible receivers.
     
    Receiver -
    Cannon receivers: 1 barrel, 2 barrel repeating, 4-8 barrel gatling.
    Rail receiver.
    Gauss receiver.
     
    The player wants range, so he chooses a Rail receiver, turning the weapon into a basic railgun and affecting it's base stats.
    Based on this, the player has the following choices.
     
    Barrel -
    45 mm barrel.
    72 mm.
    85 mm.
    102 mm.
     
    The barrel decides what ammo types the weapon will have access to, and will every stat from rate of fire to heat generation.
     
    The player chooses the 85mm barrel, and has thus designed a simple railgun with a moderate charge time, excellent range, and low heat generation.
     
    More options and customization would obviously be needed, this is simply an example of the concept.
     
    TL;DR: Making ship mounted weapons modular and allowing players to design them will add depth and immersion in the same way that leaving the economy open to be player driven adds depth and complexity to industry.
     
    Please leave feedback if you have some, I would like to see if we can evolve this idea, and see where it takes us.
     
     
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