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Weapons Theorycraft List


JmannDriver

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I used to be active on another game similar to this one a few years ago. I'm dredging up some of the discussed content from then. This is about the weapons in particular.

 

 

Base Weapons List

 

Personal Weapons:
  • Plasma
    • Plasma Blaster. (Heavy pistol, strong stats but expensive and relatively inaccurate, prone to overheating.)
    • Plasma Rifle: (Basically a longer plasma blaster with a higher rate of fire. Very powerful at short to mid range.
  • Chemical/Electro-Magnetic
    • Sidearm. (Basic slugthrower pistol, mediocre stats but really high availability)
    • PDW. (Compact carbine/SMG with about the same round damage as the Sidearm, but high rate of fire, high ammo capacity. Basic mid-range weapon
    • Gauss Pistol. (Low-ish rate of fire, but higher power and accuracy than Sidearm. EM propulsion)
    • Gauss Rifle. (Semiautomatic, high power and accuracy. EM propulsion. Basic Marksman/sniper weapon)
    • Pulse Rifle. (Heavy assault rifle, very powerful. Uses both chemical propellant and EM coil acceleration to make bullets hit -really- hard.)
    • Rail Rifle (Heavy EM sniper rifle. Extremely powerful and accurate, but very low rate of fire.)
    • Sabot Gun:It is shot out of the gun and then the rocket engages to go even faster. It can be guided to a target either by passive heat-signature lock on, or laser-guided to their target by the shooter.
  • Energy
    • Laser pistol. (Weak damage, but continuous-fire and perfectly accurate. Only uses Energy. Has overheat/cooldown cycles to balance ROF.
    • Laser Rifle. (Larger, stronger, more energy-draining version of the Laser pistol.)
    • Pulse Laser. (Laser sniper weapon. Fires short but powerful 0.5-1.5 second laser pulse. Perfect accuracy, moderate/high damage.)
    • Tesla Gun (Fires bolts of electricity or forked cones of lightning. Quite short ranged, mediocre damage, but has a stun/emp effect.)
    • Magnetic Repulsion Beam (Fires a beam of alternately positive and negative charged particles, the particles embed themselves in the hull plating, and the strong magnetic forces create stress on the hull. eventually, the hull plates weaken and eventually break.)
    • Phase Missile A micro-scaled phase drive strapped to a rocket, it is capable of using its drive to punch into phase space for a fraction of a second, completely bypassing an enemy ships shields. However, this functionality and effectiveness doesn't come without a cost: the phase missile is highly expensive, and due to its size, it cannot carry a very large payload. however, many ship engineers have modified these missiles with advanced software, allowing them to home in on a ship's power core through heat sensors, the missile can then punch into phase space a second time, allowing it to bypass the hull entirely.
  • Singularity
    • This weapon is a controlled singularity or black hole.
    • It would be a slow firing heavy weapon.
    • It could run off of exotic matter and require a strong containment field to help contain the immense amounts of gravity generated by the weapon.
    • The containment field would have to last long enough outside of the weapon for it to not kill the user.
    • There are options for a timed delay in the projectile preventing it from activating until a set distance has passed.

Ship Weapons:
  • All the personal weapon information from above could be modified to fit into the rol;e of a ship.
  • Particle
    • Highly charged particles are projected from these weapons that deal a great amount of damage to armor.
    • Weapon Write Ups:
      • [Phased Cannon] - The Phased Cannon requires a large amount of energy to fire; It Can fire multiple times if it is given time to cool down and if the ship has enough stored energy.
      • [COIL array] - Short for Chemical oxygen iodine laser, this weapon consists of a large mirror array and a chemical battery capable of creating a powerful beam that can raise metal to temperatures of 3000 degrees C in a matter of seconds, breaching enemy hulls as they collapse under the pressure as the structure melts apart.SnowDragon
      • [MIRV Torpedoes] - An otherwise standard 500mm torpedo launcher is loaded with a MIRV torpedo with 6 separate warheads, each one carrying a 2 kilotonne charge. When the torpedo reaches a certain distance from an enemy ship the warheads breaks apart and target sections of the ship before impacting.SnowDragon
Doomsday Weapon:
  • Dr. Device - It shoots a beam of energy at the matter which then will destabilize it and it will disintegrate into dust. Any other matter within range of the wave after it is destroyed will also disintegrate.

 

 

Components List

 

Plasma Weapon Components

  • Barrel
  • Magnetic Containment components
  • Plasma Container (Clip)

Chemically Propelled Weapon Components (Glock, Uzi, Fal)

  • Barrel
  • Clip (Magazine, Belt, Drum)
  • Action ("Physical mechanism that manipulates cartridges and/or seals the breech.")
  • Fire Type Component (Bolt Action, Single Shot, Semi-Auto, Full-Auto)
  • Sights (Optical, Infra Red, Full Spectrum, Movement Sensing)

Energy Weapon Components (FEL Lasers)

  • Focusing Crystal (Focuses the energy emitted by the weapon)
  • Power Source (Clip/Ammunition ~ determines capacity)
  • Capacitors (Deals with the amount of energy released, turn up for more damaging shots that take up more ammunition or vice versa)

Kinetic Weapon Components (Railguns, MAC's)

  • Magnets (Counts as the barrel of the weapon)
  • Power Source (Determines number of shots fired)

Explosives (May require some pieces from other systems to work such as Mag fields for plasma)

  • Timer
  • Container
  • Priming Fuse (Different fuses will be needed to be based on the explosive, some won't need fuses at all; they will just need to turn off power i.e. Plasma grenade)
  • Shrapnel (Can use the container for this)
  • Explosive (Can contain Chemical explosives as well as many other forms such as Plasma)
  • Laser Trip Wire
  • Remote Detonation Mechanism (Only need to include in the explosive the remote receiver, the signal can be sent from implants or from wrist computers)
  • Attachment Mechanism (Magnetic, Stick)

Weapon Attachments

  • Laser Sight
  • Grenade Launcher
  • Chainsaw
  • Flashlight

Weapon Classification: Weapons should be classified by the amount of Volume they take up, Type of Firing the weapon does, and/or the weapons Length.

  • Side-Arm (Volume, Length-dependent)
  • Sub Machine Gun (Volume, Length, firing type dependent)
  • Rifle (Length, Firing type dependent)
  • Long Range Rifle (Length-dependent)
  • Heavy Machine Gun (Volume, Firing type dependent)
  • Heavy Weapons(Volume, Length, Projectile dependent)

* These are just what I could think of off the top of my head that can determine what the type of weapon is. I think this is necessary so that when we do get into an FPS style of gameplay people can't walk around with a Sniper Rifle, a Rocket Launcher, and a Heavy Machine Gun. They shouldn't be able to carry that many weapons that are Primary Weapons. They should get 1 Side-Arm, 1 Primary Weapon, Explosives, Equipment, and other bits and pieces that aren't weight intensive.

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Doomsday Weapon:

  • Dr. Device - It shoots a beam of energy at the matter which then will destabilize it and it will disintegrate into dust. Any other matter within range of the wave after it is destroyed will also disintegrate.

 

 

 

So are you the Enders Game fan, or was that someone else?

 

 

 

There have been various discussions on weapons here so far. Most center around damage types and even shielding against. Here are some I could pull up quickly. Not that anything is wrong with yours, I see some interesting concepts not mentioned in others.  

 

https://board.dualthegame.com/index.php?/topic/473-personal-weapons/

 

https://board.dualthegame.com/index.php?/topic/428-spaceship-and-building-damage/

 

https://board.dualthegame.com/index.php?/topic/537-shields-please/

 

https://board.dualthegame.com/index.php?/topic/512-ship-cannonsweapons/

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