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Debate 1: Potential Weapons & Classes


Wilks Checkov

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You sick lad. Wouldn't you like to be the heavy assault guy, wreckin' scrubs with yo dakka-dakka machinegun?

Think it would be fun to cut ships in half with that plasma beam cannon, now that would be o so enjoyable. 

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Think it would be fun to cut ships in half with that plasma beam cannon, now that would be o so enjoyable. 

I got a better idea. Thermobarric rocket launcher. Carried by a guy on a powered armor. *shudders*

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I'm not quite so fond of segregating weapons into specific early or late game types of weapons, but I do understand perhaps you are just getting at that not every weapon is made equally.

 

I'm in love with gatling guns, is that similar enough to be in the auto-cannon type. Nothing like unloading thousands of incendiary shells into things  :lol:

 

I could try to help with balancing a complete weapon system idea, maybe in coordination with twerk and his knowledge of theoretical game physics.

I'm not much else except for making sure it feels good in the game, which sometimes isn't always accurate to science.

 

The forums could use a theoretical system to suggest to the devs. we haven't had a strong idea thread like that for a while.

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I'm not quite so fond of segregating weapons into specific early or late game types of weapons, but I do understand perhaps you are just getting at that not every weapon is made equally.

 

I'm in love with gatling guns, is that similar enough to be in the auto-cannon type. Nothing like unloading thousands of incendiary shells into things  :lol:

 

I could try to help with balancing a complete weapon system idea, maybe in coordination with twerk and his knowledge of theoretical game physics.

I'm not much else except for making sure it feels good in the game, which sometimes isn't always accurate to science.

 

The forums could use a theoretical system to suggest to the devs. we haven't had a strong idea thread like that for a while.

Feel free to take a Crack at it, it's the purpose of these "Debate" threads. To draw attention to the devs. potential ideas. If you know you can expand and use my base concept to expand further on the idea go right on and do it. No need to even ask me.

 

 

 

Anyway night all. . .

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The railguns could be variable as in you can create a railgun that spans a kilometer long or a few meters long etc. This would give me the idea of building a railgun ship that has its main body built out of a railgun.

Well yeah, there should be weaponry of different caliber/size. After all, you can't put the same weapon systems on a stationary Skytower and on a battlecruiser. It would make no sense. And to be more precise, you can trade your ship's entire weaponry systems for one powerful ray-gun and act as the sniper of the fleet. Just don't expect to survive in close quarters :P

 

 

Think of that scenario as being a Titan that only fires a DD every 2 minutes, but you are actualy a 1:15 scale to a titan's size and durability. It could be in the game, nobody is stopping you from doing as such, the real question is if your fleet's tactics can afford such a one-trick pony.

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well, If I was a developer and was going to take a suggestion seriously. I would want to know a lot of information on its play-ability and what else it might impact.

 

For us the start of figuring out these weapons will probably lay in balancing averages, not everything will be balanced, but it will be balanced within its technical capacity.

 

A maximum lock on range for weapons.

A max firing range for each weapon type.

Different bullet types?

Different energy types?

 

You can get technical about the ability of each gun with science, but in the end its just statistics for calculating damage. The game probably isnt going to actually think about the shell in the firing chamber, a hammer hitting it, the explosive gases propelling a bullet down the barrel, the spin of the bullet. All of that is over the top, maybe you use it in your mind in the calculation of how many meters the weapon should fire in the game, but we just need to think of finding a balanced feel.

 

I believe as far as we know, well be in first person. So perhaps a maximum range for infantry is in order. 64-128 meters upper limit, for balancing purposes.

 

Planetary Section:

 

Infantry:

Pistol

Carbine

Assault Rifle

Thrown Explosives (Grenades, sticky bombs)

Shoulder fired rockets

 

Power Armor / Exo suit mech (Space marine, or like D.VA)

(Access to the infantry weapons)

Gatling / Auto Canon

Light Artillery - Mortar, Grenade Launchers

Radar or other support modules

 

Hovercraft - (Tanks, Armored Personnel Carriers, etc)

( access to the Power armor weapons)

Light canons (faster single target damage)

Heavy Battle tank turret (slower alpha damage, or aoe)

 

 

Small ship and Space Section:

 Ran out of time and ideas, but OP started a good list. be back later pals.

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@Neopolitan


A powered armor and an exo-suit are totally different applications. One is a piece of armor that runs on power for different functions, technically speaking, the Land Warrior armor utilised by the USMC, is a Powered Armor. An Exo-suit requires a pilot in it, as it's not an armor, but a bipedal vehicle.


My opinion is, the longer the enemy in your Cone of Fire, the longer the lock-on timer should be, with distance playing a role in your accuracy. A max lock-on menas the turrets targeting system can keep track of the moving target which would reduce the target's velocity advantage and would require ships to get close to one another to deal the maximum damage out on a firing pass, which is my strong belief how the devs envision combat being emulated.


Same ideas are applied for ground. Each type of weapon got a lock-on timer, with specialisations reducing said lock-on timers. An untrained sniper will take long to lock-on but a specialised sniper will take less time to do so. But, the catch is, any sniper rifle will take longer in such a case to be brought to bear in close quarters, therefore making the need for carbines in close-quarters a superior weapon. 



TL ; DR : The range should not be the issue, but the tools should be. Which is why we should be having access to different weaponry, as diverse as possible. Energy is heat, ballistic is kinetic displacement, those two should be the only factors in damage calculations defense-wise, with both having pros and cons.

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well, If I was a developer and was going to take a suggestion seriously. I would want to know a lot of information on its play-ability and what else it might impact.

 

For us the start of figuring out these weapons will probably lay in balancing averages, not everything will be balanced, but it will be balanced within its technical capacity.

 

A maximum lock on range for weapons.

A max firing range for each weapon type.

Different bullet types?

Different energy types?

 

You can get technical about the ability of each gun with science, but in the end its just statistics for calculating damage. The game probably isnt going to actually think about the shell in the firing chamber, a hammer hitting it, the explosive gases propelling a bullet down the barrel, the spin of the bullet. All of that is over the top, maybe you use it in your mind in the calculation of how many meters the weapon should fire in the game, but we just need to think of finding a balanced feel.

 

I believe as far as we know, well be in first person. So perhaps a maximum range for infantry is in order. 64-128 meters upper limit, for balancing purposes.

 

Planetary Section:

 

Infantry:

Pistol

Carbine

Assault Rifle

Thrown Explosives (Grenades, sticky bombs)

Shoulder fired rockets

 

Power Armor / Exo suit mech (Space marine, or like D.VA)

(Access to the infantry weapons)

Gatling / Auto Canon

Light Artillery - Mortar, Grenade Launchers

Radar or other support modules

 

Hovercraft - (Tanks, Armored Personnel Carriers, etc)

( access to the Power armor weapons)

Light canons (faster single target damage)

Heavy Battle tank turret (slower alpha damage, or aoe)

 

 

Small ship and Space Section:

 Ran out of time and ideas, but OP started a good list. be back later pals.

I get back from work today I will work it into the list if I can. For now just trying to get everything in line to bring our Alliance page up and running. - Curse HTML coding.

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Eh, I forgot to include rifles in infantry weapons ¯\_(ツ)_/¯

 

Rifles

Sniper Rifles

 

You are right TMotor, about power armor and small mecha. Im thinking of something roughly tank sized single or double seat biped vehicle with a couple weapon mounts for stuff thats hard for infantry to carry. HMG's, Radar equipment or so forth.

 

I had a name but I dont know if anyone will like it. Heavy Assault Recon and Patrol Yomper. a HARPY.

https://en.wikipedia.org/wiki/Yomp

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Classes were mentioned I think we should ignore class altogether. Be what you want to be use what weapons you feel like using. No harnesses to keep us tied down in, just go for it and do what comes to mind day to day.

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