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spaceDJ

Super weapon

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Disclaimer "know that this has been talked about already"

1) Is there going to be any way to build bigger and better weapons .

2) if so what could or would be in place to balance this.

3) can you name a planet alderaan.

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1) you can build weapons which they predefine for you - so i hope they go for: this weapon does more dmg, but has a long reload, recoil and is hard to handle...and stuff like that

2) imho it's nearly impossible to balance a system where players can build weapons for themselves. this would end badly alsost every time

3) I don't know alderaan but aldebaran is the 14th brightest and an organge giant star in constellation taurus

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53 minutes ago, spaceDJ said:

Disclaimer "know that this has been talked about already"

1) Is there going to be any way to build bigger and better weapons .

2) if so what could or would be in place to balance this.

3) can you name a planet alderaan.

 

Weapons are pre-made elements supplied by NQ, so you cannot build actual weapon modules, only use the ones that the game provides.

 

The weapon elements will have functions that you can use via Lua scripts, so you could potentially change some of the weapon behaviours in some ways, like "overheating" it to get a temporary 10% damage increase, but with the risk of damaging the weapon itself.

 

Alderaan, eh ? It has already been said by NQ that you can build something the size of the Death Star, but there will be no "planet killer" weapons in the game, so the Death Star will just be a cool-looking ship with loads of conventional weapons.

 

And there's no plan to allow players to name planets...

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13 minutes ago, NanoDot said:

And there's no plan to allow players to name planets...

could be wrong here but iirc they said somewhere that it might be possible to do that once you gain control of a planet (like having 50%+ of the tiles or the majority or whatever system they plan). This is ofc way way down the road

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I have build weapons in different games where you could customize and give them unique appearances,  but one of the ways they balanced this in games would be like: a pistol would have a certain range , fire speed and damage min to max level while something like a sniper rifle would have a longer range and higher min to max damage level, but have a slow rate of fire than a pistol. Each weapon system will probably have a set distance and max level of damage based on its size and type.

 

I would think if it works something like this that large cannons will be devastating and slow firing but best used on other large ship long range and not very accurate against small fast ships like fighters.

Small laser guns or cannons with quick fire rates would be used as your anti-fighter set! Small lasers will not have the same range as large lasers but they will serve a purpose like I explained.

 

Nothing is 100% but this is how I think it will work some, but hopefully I will get a better idea during the alpha's and beta seeing that I will be a weapons system designer!   =)

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Would be nice to have a way to change a bit the properties of the weapons, but this is indeed very risky.
There is 2 possibles ways:
 - either you add modules to the weapons in order to improve them. This is "easy" to balance.
 - either you make flexible properties, with rules to fix the edges, and drawback to compensate the bonus.
for example:

you increase damage but you reduce range, you increase fire rate but you reduce precision, etc. You can also combine:
You increase damage by x2, you reduce firerate by 3.5 and increase the size of the module by 4. You need to have consequent drawback. You need a "base module" to modify.

But this is very heard IMO to correctly balance and will ends up with a "meta" prefering very few type of weapons. Which is the exact opposite of the original goal, ie propose a lot of different weapons.

 

Anyway, you can still start with normal, stats fixed, prefab weapons, then go latter on customization.

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On 9/15/2017 at 7:56 AM, Aesir said:

Would be nice to have a way to change a bit the properties of the weapons, but this is indeed very risky.
There is 2 possibles ways:
 - either you add modules to the weapons in order to improve them. This is "easy" to balance.
 - either you make flexible properties, with rules to fix the edges, and drawback to compensate the bonus.
for example:

you increase damage but you reduce range, you increase fire rate but you reduce precision, etc. You can also combine:
You increase damage by x2, you reduce firerate by 3.5 and increase the size of the module by 4. You need to have consequent drawback. You need a "base module" to modify.

But this is very heard IMO to correctly balance and will ends up with a "meta" prefering very few type of weapons. Which is the exact opposite of the original goal, ie propose a lot of different weapons.

 

Anyway, you can still start with normal, stats fixed, prefab weapons, then go latter on customization.

I think there is room to have this both on small and large scale all using the same system. Prefab weapons are great starters and but customs are a mixed bag.

 

Custom weapons can be overpowered but they can also be incredibly weak or risky. Its up to the creator to learn where they can cut corners and where they need to reinforce. To much of anything either leads to waste or being impractical. Plus the more powerful the weapon, the more voxels are required to mount elements. Each element modifies all other element properties for the weapon. Sometimes unpredictably so.

 

Rather than reducing range for more damage though it should be that the more powerful it becomes, the more recoil, maybe to the point where its a danger of damaging whatever is holding it, overheating, etc. You want more power, then you need a bigger energy source. Make the system logical so players start dealing with the same real world problems of scaling up that prevents anything other giant ships from equiping rail guns.

 

If you want to scale a weapon down, its going to come with its own issues.

 

Another aspect of this could be making elements for weapons themselves both universal and scaleable based on some sort formula that changes the properties based on the scale of each element and how it effects the weapons system.

 

You want the death star? You may need to turn that tiny focusing lens that costs a ruby and some silicon you find in your blaster and scale it until it requires 60 kilos of raw silicate hydroxide and a thulsian star to manufacture. But as far as the game cares its the same element for each with a scale of +20 that turns the lens into a room sized mounted element. Your death star then becomes a single weapon entity with vehicle core with all the weapons system effecting each other.

 

Programming side of this means that every element that comes out for the weapon system then allows greater degrees a freedom to experiment and more room to invent.

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bottom line though, NQ stated that there would be no catastrophic super weapons in the game. it is the official stance that players should never be in a position to lose a great deal of work with little to no warning. That means no planet killers, but probably also no 1-shot kill weapons for stations or large ships, no base-cracking nukes, and no cascade failure style "shoot the weak point for massive damage" crit kills.

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