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Alpha

Found 8 results

  1. PurplePanda’s Space/Construction Game list This list is being created for anyone who or wants some DU-ish games to play between tests or until DU releases. All of these have been chosen by me through “extensive” research that I did an hour ago, as well as some personal favorite of mine. Hope you enjoy some of these games, I think some of them are definitely worth a look! (Note all reviews will be from there Steam pages) Out Now Avorion - Early Access A procedural co-op space sandbox where players can build their own space ships out of dynamically scalable blocks. Fight epic space battles, explore, mine, trade, wage wars and build your own empire to save your galaxy from being torn apart by an unknown enemy I’ve seen this game around for a little bit and although I’ve never played it myself, I find the aesthetics and mechanics look fantastic. For me it really puts into scope how big the universe is and how there is so much more out there, but less in an existential way, and more in an curious way. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $22.95 AU https://store.steampowered.com/app/445220/Avorion/ Astroneer - Fully Released Explore and reshape distant worlds! Astroneer is set during the 25th century Intergalactic Age of Discovery, where Astroneers explore the frontiers of outer space, risking their lives in harsh environments to unearth rare discoveries and unlock the mysteries of the universe. In this space sandbox adventure, players can work together to build custom bases above or below ground, create vehicles to explore a vast solar system, and use terrain to create anything they can imagine. A player’s creativity and ingenuity are the keys to thriving on exciting planetary adventures! Once again I haven’t actually played the game but I’ve seen it from time to time and the aesthetics are simply whimsical. I also watched a very interesting and entertaining documentary about it and the company’s creation. https://www.youtube.com/watch?v=tfUjl4owxTQ All Reviews: Very Positive Recent Reviews: Very Positive. $29.99 AU https://store.steampowered.com/app/361420/ASTRONEER/ Star Made - Early Access The ultimate space sandbox. Participate in epic fleet battles, form alliances, strive to dominate entire galaxies and harness the universe’s resources for your industrious empire or the destruction of others. Customize your experience, the universe is yours! A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars, and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customizable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door. Star made is probably the game I have sunk the most hours into (although not that impressive), and I’ll admit I had a lot of fun doing it but the game has kind of stagnated. Personally, I think it is a good game but updates now rarely come out and the community is all but dead. If you enjoy playing by yourself and are able to see past some of its problems, I do believe you could have a genuinely enjoyable experience. At the very least it could be useful for prototyping ship ideas. All Reviews: Mixed Recent Reviews: Mostly Positive. $Free. Download the demo it’s the full game. https://www.star-made.org/ Interstellar Rift - Early Access Interstellar Rift is an open world Starship Simulator with an emphasis on ship construction and multi-player interaction. Players can explore and conquer the galaxy with their own custom designed and constructed a starship. Space is vast, but you won't have to face it alone, other players will be able to join your crew, and help out, or build their own rival fleet and fight you across the galaxy. I don’t own this game and have only recently learned about it but from what I’ve seen (and read) it incentivizes ship creation and allows for immense amounts of creative freedom. All Reviews: Mostly Positive Recent Reviews: Mixed. $26.95 AU https://store.steampowered.com/app/363360/Interstellar_Rift/ FTL: Faster Than Light - Fully Released In FTL you experience the atmosphere of running a spaceship trying to save the galaxy. It's a dangerous mission, with every encounter presenting a unique challenge with multiple solutions. What will you do if a heavy missile barrage shuts down your shields? Reroute all power to the engines in an attempt to escape, power up additional weapons to blow your enemy out of the sky, or take the fight to them with a boarding party? This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat. I don’t know much about this game and I have never played it, but I know it’s a classic and that it’s a classic for a reason. Definitely worth a try if you haven't yet. All Reviews: Overwhelmingly Positive Recent Reviews: Overwhelmingly Positive. $14.50 AU https://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ Cosmoteer - Early Access Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by placing individual modules including weapons, shields, engines, and hallways. Battle A.I. starships to earn bounties or test your design skills against other players. A dynamic crew and combat simulation make every design decision important and interesting. This game is one of my recent favorite, hands down. I find the way how the shipbuilding and 2D elements blend to be thoroughly enjoyable. There is a large amount of flexibility when it comes to the construction of your ships and I find it deeply satisfying when I pit two of my creation against each other, using there A.I to efficiently decimate the other party. I highly recommend this game, whether you're into pitting your creations against other peoples ships or your own (or the bounty hunter campaign). Plus there's nothing to lose, it’s free!!! (There's also a relatively large modding community). No Official Reviews. $Free (at least for now). https://cosmoteer.net/ Space Engineers - Fully Released Space Engineers is a sandbox game about engineering, construction, exploration, and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and use's, pilot ships and travel through space to explore planets and gather resources to survive. I don’t have much to say on this title as I have played it only on occasion, it’s a very well know game with a good single player mode. The multiplayer has been notorious for its issues but it does work to some extent (from what I’ve seen) and it was known for its insanely long alpha period, but in total it’s apparently a really good game. All Reviews: Very Positive Recent Reviews: Very. $28.95 AU https://store.steampowered.com/app/244850/Space_Engineers/ No Man’s Sky - Fully Released In No Man's Sky, every star is the light of a distant sun, each orbited by planets filled with life, and you can go to any of them you choose. Fly smoothly from deep space to planetary surfaces, with no loading screens, and no limits. In this infinite procedurally generated universe, you'll discover places and creatures that no other players have seen before - and perhaps never will again. If you know anything about this game, you know about its horrendously rough start and while I wouldn't say all the hate the company was just, after twenty hours of playing I got bored and stopped. But while some of the responses were justified, Hello Games were able to truly turn their disaster around. Although I myself have barely played it since release I intend to soon, that's because in the years No Man’s Sky has been online Hello Game has been constantly updated. If you bought this game and have never looked at it since I highly suggest you give it another chance, you may be pleasantly surprised. All Reviews: Mixed Recent Reviews: Very Positive. $84.95 AU https://store.steampowered.com/app/275850/No_Mans_Sky/ Kerbal Space Program - Fully Released In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) to explore moons and planets in the Kerbol solar system, constructing bases and space stations to expand the reach of your expedition. K.S.P is another game I would have to list as a favorite game, simply because it is so difficult yet so fun, in all the 40 hours I’ve played I got nowhere, but I got nowhere with style. And I think that's what's so great about it, if you do dedicate time and effort you can go somewhere, you can go to many many where’s. Whether you're a casual player that just wants to play in sandbox mode or colonies the solar system through dedication, this game deserves a look. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $45.99 AU https://store.steampowered.com/app/220200/Kerbal_Space_Program/ PULSAR: Lost Colony - Early Access Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you. I’ve been seeing the game on multiple sites like youtube for the past few years and it always caught my attention. I love the idea of having specialized roles and love how they have been able to recreate that ship on the frontier feel, with only yourself and your crewmates to rely on. If you like playing in friend groups, or just want to feel like you actually are controlling a ship, this game is for you. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/252870/PULSAR_Lost_Colony/ Planet Nomads - Fully Released Planet Nomads is a single player sci-fi sandbox game of survival on alien planets through block-style building. You are a lone astronaut scientist crash-landing on a strangely captivating planet. Keeping your wit together and securing your basic survival needs that include food, water, and building material is the best start towards figuring out a way out of this messy situation. This game started its development around the same time as the No Man’s Sky hype and sort of faded into the background, and although production continued the product today is quite controversial. Many of the players say that the game failed due to lag, mediocre updates, and eventual boredom while many others really like the game and still support it. If your willing to give this game a chance and aren't adverse to a bit of risk it might be something to check out. All Reviews: Mixed All Reviews Mixed. $28.95 AU https://store.steampowered.com/app/504050/Planet_Nomads/ Elite Dangerous - Fully Released Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open-world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. I don’t actually know much about Elite, I know it’s big, it’s pretty and it’s quite hard to get into it and enjoy it but other than that it’s up to you to investigate and research. All Reviews: Mixed Recent Reviews: Very Positive. $42.95 AU https://store.steampowered.com/app/359320/Elite_Dangerous/ Infinfactory - Fully Released Infinifactory is a sandbox puzzle game by Zachtronics, the creators of SpaceChem and Infiniminer. Build factories that assemble products for your alien overlords, and try not to die in the process. This game is all about industry, so it would be perfect for anyone partaking in Alpha 2 to get some “practice” before or in between (I don’t know how much help it would be). Other than that, anyone who likes to create systems that work flawlessly or like to think logically might like this game. All Reviews: Very Positive Recent Reviews: Overwhelmingly Positive. $35.95 AU https://store.steampowered.com/app/300570/Infinifactory/ Empyrion Galactic Survival - Early Access Empyrion - Galactic Survival is a 3D open-world space sandbox survival adventure. Build powerful ships, mighty space stations and vast planetary settlements to explore, conquer or exploit a variety of different planets and discover the mysteries of Empyrion! As far as I can tell, Empyrion is a game similar to Space engineers with more customization ability for its creations. Of course, there are probably several key differences but I have not played the game and thus do not know. All Reviews: Very Positive Recent Reviews: Mostly Positive. $28.95 AU https://store.steampowered.com/app/383120/Empyrion__Galactic_Survival/ Nimbatus - Early Access Nimbatus - The Space Drone Constructor is an action-packed simulation game. Craft drones out of hundreds of different parts and explores a destructible, procedurally generated galaxy. Build autonomous drones to fight against other players' creations. Do you have what it takes to become a drone engineer? I’ve only played Nimbatus for a little bit, but from what I have played and have seen externally from the game, it is going to highly appeal to those who like using logic parts. While i is an extremely fun game without using them and I suggest you look into the game, either way, the logic parts are definitely one of its strong suites. All Reviews: Very Positive Recent Reviews: Very Positive $28.95 AU https://store.steampowered.com/app/383840/Nimbatus__The_Space_Drone_Constructor/ EVE Online - Fully Released EVE Online is a community-driven spaceship MMO where players can play free, choosing their own path from countless options. Experience space exploration, immense PvP and PvE battles, mining, industry and a thriving player economy in an ever-expanding sandbox. EVE truly is a virtual world, one that houses so many people and factions and wars it’s almost impossible to keep track of. If you're looking for a game with history and lore, legends and tales of war, and distances almost unimaginable to the human mind, then EVE is for you. Although you should note that it is extremely hard to get into and to fully immerse yourself in the culture and history, will take a lot of dedication. All Reviews: Mostly Positive Recent Reviews: Very Positive. $Free (With packs) https://store.steampowered.com/app/8500/EVE_Online/ Bonus I know we already have enough on our plate with DU, but these two are game projects that are definitely worth following in the future. I highly suggest you look into them. Starbase - https://store.steampowered.com/app/454120/Starbase/ Skywanderes - https://skywanderersgame.com/ If you have anymore good games that i missed or noticed any mistakes I've made, please notify me with a comment! ☺️
  2. Hello everyone, and of course, DU developers. I have a question about weapon in game. Can it be realized in future to give users opportunity to create own unique weapons from modules, combinating them in something new and possibly creating absolutely everything, as example, how it is realized now in FromTheDepths? I think that would be amazing, what do you think? Sorry for possible mistakes, English is not my native.
  3. I don't think super weapons should be in the launch version of DU, but in a later expansion, for many reasons. First of all, I think it should be very difficult to create these weapons if they existed, (possibly a research of some kind?) but for sure the materials to create it should be very rare. For example if uranium was available in the game and was already decently rare, but used for energy production, there could be a special "isotope" of the uranium that could be used as explosives, but is even more rare than the usual uranium. This way not everyone is running around with weapons of mass destruction just grieving. It would take a well-established organization to organize the project/resources to create it. It could be other weapons than bombs, just using that as an example. Second thing is, since it's hard to create and probably won't have too much of practical use in the "beginning days" of the official launch of DU, I see no reason that they should work on it before launch and push back the launch further, rather they should wait and add it to a expansion soon after. (in my opinion) Also, since they'd be very rare, if it did cause server issues, it would only happen during large or intense wars and when it did happen they could just slow down the time for a few moments and then go back to normal. (Also this is the first time I've really use a forum for anything, so don't bully me lol)
  4. This will be useful in several areas. For my part, imagine we want to build a playground for all, but we do not want some people malicious. We want to create an area without weapons, and of course with the help of a road with its detectors let pass only people coming for the game. Of course there will always be guard to monitor the detectors ... according to the systems that will be implemented. We can imagine other uses, such as transactions and others ...
  5. I'm here wondering what weapon systems for ships will be available in game? I have a few idea's and I'll discuss their uses but I do not know if these kinds of weapons will be in the final game these ideas are my own theories. Plasma Weaponry - Now if your an Avid Sci-Fi reader like my self you'll know Plasma is a popular idea, Although in space i wouldn't say it is, Plasma is let's say essentially super heated Gas and Space is a Vacuum, no air and very very cold so over distance the Plasma is going to lose heat and disperse which will at best make it only a decent short range weapon, and in space you want long range weapons so Plasma weaponry on a ship i think would be best for just Point Defense, in fact it'd be great as an Infantry weapon as well. Missiles - A classic piece of weaponry which could have many different types and uses, you could have your usual explosive ones to destroy targets or you could have ECM ones to confuse the enemy scanners and make them think you have more missiles than you launched, In fact you could have a load of very small missiles used for point defense purposes taking down large enemy missiles. Lasers - Light Amplification by Stimulated Emission of Radiation, this is what Laser stands for so it is essentially concentrated light to form a very hot beam (How many of us have gotten a Magnifying glass on a sunny day and murdered thousands of bugs?) And it has an effect on Earth but what would it be like in space with no Atmosphere to block most of the Radiation and refract the sun light? Why you'd get a 100% certified death beam and since Light travels very fast you have a great Point defense system and if the enemy don't have some strong ceramic armor then Lasers would be devastating in ship to ship combat. Rail guns - A classic weapon, compared to the others listed so far its simple and easy and if enemy ships do have ceramic armor to prevent lasers then Missiles and Rail guns are the way to go, the great thing is once the rail gun round reaches top speed it's not going to stop until it hits some thing, so i guess Rail gun's are simple but what about their Rounds? Why you could stuff explosives in the middle of one so once it pierces enemy armor it explodes inside doing untold damage! (Essentially a Smart round.) Mass Driver - A cousin of the Rail gun, this could be used to launch very large objects at an enemy ship. Now i did this post on a whim and there may be more weapons that i did not mention (Torpedo's, but no idea how these would work in space?) if you can think of some just leave a post!
  6. So I'm aware that in one topic laser protection has already been discussed (by the form of heat resistant armor) but I wanted to take it a step further... also the content I'm about to propose is definitly for advanced gameplay that definitly won't be in the game at release ( well if NQ want to do it they can, but I don't think it should be a goal for release..) Also I won't be using really scientific terms here and i'm omitting some properties of light because they aren't that intersting in gameplay purposes ( at least i dont find them interesting)... So if you didn't know laser emit only in a specific wavelength, different wavelengths have different properties when hitting materials, ( common example is uv don't always go through glass but visible light does) and ( for simplification purpose) light can either be reflected/ absorbed/ ignored by the material it hits... ( visible light is reflected by a mirror but gamma rays pass through (not sure about that, i'm not a scientist, but you get my point)) so the idea is different wavelength of light are produced in different ways, needing different materials... and laser protection is made by stacking layers of reflecting materials in specific ways, maybe as a paint job with many layers of paint, keeping in mind that if you want to reflect Xrays you want to have the reflecting layer behing layers that ignores x rays and don't absorb them... this way if the whole thing is properly balenced you could make it in a way that you can't get the best OP armor, you'll always have downsides... however since there will be different laser types, you could make one that needs to buildup before releasing the light, and thus needing a more complex crew to maintain, restraining the use to advanced military fleets... this way a hauler don't need the protection against this weapon if he follows the "law", since pirates won't probably have the same tactics ( more run and gun like) and thus would be using a different type of laser... so balancing would be a mess I admit it, BUT once it's up and running, it adds a huge amount of gameplay / building mechanics... tell me your thoughts on that
  7. Dual Universe's general Avatar vs Avatar combat system is still a topic to be discussed as most of it also lies in the dark for the community. Nonthetheless, I'd like to discuss a related topic: How and if different tacical gameplay elements can benefit AvA combat and which elements can be used meaningful. Having said that, it's also important to think about if certain tactical elements even make sense at all in an MMO like Dual Universe, what is feasible and what may be too much. However, I personally felt it would be disappointing if ground combat only consisted of aiming and shooting around with different weapons with barely any features around. Seeing how many non-tactic games adapted features from tactic shooters, implementing certain elements can bring a lot more depth in combat situations. So I thought of different features that many tactic shooters implemented. Surely you wouldn't expect DU to feature a full list of these and become a full-fledged shooter by the way, but I'd like to list a few specific ones that I think could be discussed well. Advanced movement systems A good basic for most tactic shooters is a movement systems that allows the player to take on different stances and have the character interact with objects and world elements during movements. Usually, this consists at least of being able to stand, crouch and lie down as stances (Battlefield, Arma), some shooters go even further with additional stances in between these three or being able to sprint in different modes and combine them into slides or throwing yourself down. But another element of this feature is the interaction with the environement, for example being able to leap over obstacles (The Division, Ghost Recon), sometimes even climb on elements These elements can commonly be seen in third person shooters, but more first person shooter adapt them as well. First person shooters also sometimes feature the possibility to lean over to a side to look around corners. (R6 Siege, Squad) Does DU need this? Interacting with the world would be great, but DU is a Sci-fi game. Cimbing a building or being able to leap over small objects would not be necessary if we can use our jetpack for it. In fact, the jetpack allows for a far more complex movement system as it creates an larger, 3 dimensional space to fight in. Jetpacks are also found in modern action shooters more and more and open other options, such as walking on walls or power leaps. However, being able to go prone is something that a jetpack can't replace and what I personally like to see in any game. Games with advanced physics or cover systems also include the leaning automatically. Cover system Especially in recent years, cover systems have been implemented in a majority of tactic shooters. It allows the player to position his character to any surface large enough and "stick" to it, moving along its course. With this, you can peek out to shoot and largely avoid getting hit easily. The problem with these systems is that they don't blend well with 1st-person, which is why most games with cover systems are 3rd-person shooters or switch into 3rd person as long as the character stays in cover. Another problem is that games with cover systems usually revolve around these (The Division, Gears of War, Rainbow Six: Vegas). Having a full cover system in DU would likely mean more work for a possible 3rd-person perspective or that combat takes place behind cover, which is fun for many but can become tedious at times. This where the soft-cover system comes in: Some recent games have implemented a cover system, that doesn't require your character to stick to a surface. Instead, the player positions his character regularly behind cover. As soon as he aims, the character will automatically look over or around the cover. The recent Ghost Recon Wildlands mixed these systems through an animation that seemingly lets the character stick to the surface without actually entering a sperate cover mode. While it's questionable if DU needs this, it would certainly be a nice feature to get just a bit more depth in the overall combat system as it opens more possibilities in combat and prevents the rushed, senslessly action-rich gameplay seen in low-effort productions. Kits / Roles Typical for an MMORPG is a class system. Shooters feature them as well sometimes, although "kits" are used more often in modern shooters as the less static pendant to classes. Kits feature a set of equipment that can usually be changed in or between rounds. Together with these kits, certain roles of a player are associated, which are often similar to traditional classes in RPGs. We have healing kits like medics, damage dealers like the normal rifeman or assault, a subsitute for tanks are usually kits with heavy weaponry like rocket launchers or LMGs and engineering kits for what in any other RPG can be a summoner, tamer or an engineer as well. NQ already stated that DU will not feature a fixed class system, but a skill tree with which players can specialize in a certain direction. These may be associated with roles as well, but in terms of overall DU gameplay. That means that AvA combat would only be one direction for a role in the whole tree. By fanning this direction of the skill tree out, a role system could be integrated into the game instead of having players assume different combat roles themselves or be determined solely by weaponry, which would be another possibility as well. A broader skill tree would also mean stronger in-depth specialization, more directions to go and being able to combine skills and equipment effectively. Communication channels A working chain of command is essential for successful operations. A complex strategy needs to be executed correctly, which is why everbody has to know their part in it. But a single squad also needs to be able to adapt to the situation in the field, which is why higher ranks make decisions and forward them to the single members. Sadly, most games neglect this complex procedure and only give access to an all-chat and team-chat, traditional MMOs mostly also to guild / clan / alliance chats. This is good, but not enough for a working chain of command. Sadly, the commonly used 3rd party programs like TeamSpeak, Skype and Discord can't satisfy this problem either. Squad implemented a good first start for this - a Radio channel for Squad leaders, for the squads and for proxmity. Squad leaders can discuss plans and strategies together, forwards them to their squad, that can in turn confirm and report single events while members can talk to people outside their squad or their immediate group through the local channel. Additional, the chat window allows to send messages to the whole team. I wouldn't expect DU to include VoIP, but besides the regular chats of traditional MMOs at least being able to have multiple chat channels for use inside organizations could be a lot to work with. These channels could maybe even be linked to the RDMS to decide who can type or read in it. If we take this step a bit further, being able to create a certain amount of custom channels would come in handy for all possible situations. In that case maybe not only for use inside an organization, but even for creating prviate chat channels with password protection to invite people from everywhere in the game. Weapon customization Not neccesarily a tactical feautre itself, but brings with it a lot of tactical depth, similar to kits and roles. Most MMOs feature equipment customization to some extent, mostly by upgrading quality and / or level of the gear. Fantasy MMOs also often allow to insert gems in sockets to boost a certain stat of the weapon. This is a very basic level of customization, but being able to put mods, modules, upgrade chips or whatever you want to call it on a weapon would definitely be imaginable for Dual Universe. Advanced customization allows the players to choose various components of their weapons like scopes, barrels, magazines, triggers and stocks. Somtimes, this is done when assembling or crafting your weapon and will determine the end stats of the finished product. In some games, this is an option in menus or on a crafting station (Fallout, Ghost Recon) While this certainly is a lot of work on the development side, the result is always a fun feature that would be a great addition in a sandbox game like DU. In a game you can create your own buildings, cities, vessels and societies, why exclude weapons from it? Interactive maps The last and shortest feature on the list is interactive maps. There are only few games in which you can customize your maps. But like with communication channels, a complex strategy needs to be explained well. Being able to illustrate and visualise a strategy or tactic is a great help and makes for a fun feature. Having a map you can draw on and show other players can be a great help to communicate even without words, this doesn't even need to be in real time. It'd be enough to craft a map, edit its content, save it and pass on the next player. Seeing as this is already the case with the blueprints in DU, making maps similar to them might not be too difficult on the development end. Now you're asked. What do you think of these features? Would you like to see some of them in Dual Universe as well? What other elements would you prefer and what would you want to add to reach a deeper combat system?
  8. I'm here wondering what weapon systems for ships will be available in game? I have a few idea's and I'll discuss their uses but I do not know if these kinds of weapons will be in the final game these ideas are my own theories. Plasma Weaponry - Now if your an Avid Sci-Fi reader like my self you'll know Plasma is a popular idea, Although in space i wouldn't say it is, Plasma is let's say essentially super heated Gas and Space is a Vacuum, no air and very very cold so over distance the Plasma is going to lose heat and disperse which will at best make it only a decent short range weapon, and in space you want long range weapons so Plasma weaponry on a ship i think would be best for just Point Defense, in fact it'd be great as an Infantry weapon as well. Missiles - A classic piece of weaponry which could have many different types and uses, you could have your usual explosive ones to destroy targets or you could have ECM ones to confuse the enemy scanners and make them think you have more missiles than you launched, In fact you could have a load of very small missiles used for point defense purposes taking down large enemy missiles. Lasers - Light Amplification by Stimulated Emission of Radiation, this is what Laser stands for so it is essentially concentrated light to form a very hot beam (How many of us have gotten a Magnifying glass on a sunny day and murdered thousands of bugs?) And it has an effect on Earth but what would it be like in space with no Atmosphere to block most of the Radiation and refract the sun light? Why you'd get a 100% certified death beam and since Light travels very fast you have a great Point defense system and if the enemy don't have some strong ceramic armor then Lasers would be devastating in ship to ship combat. Rail guns - A classic weapon, compared to the others listed so far its simple and easy and if enemy ships do have ceramic armor to prevent lasers then Missiles and Rail guns are the way to go, the great thing is once the rail gun round reaches top speed it's not going to stop until it hits some thing, so i guess Rail gun's are simple but what about their Rounds? Why you could stuff explosives in the middle of one so once it pierces enemy armor it explodes inside doing untold damage! (Essentially a Smart round.) Mass Driver - A cousin of the Rail gun, this could be used to launch very large objects at an enemy ship. Now i did this post on a whim and there may be more weapons that i did not mention (Torpedo's, but no idea how these would work in space?) if you can think of some just leave a post!
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