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"Bigger" Weapons

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13 years ago
Jul 22, 2012, 11:55:11 PM
Indeed, as even modern destroyers are designed not to get to get hit as most could easily get 1 hit killed by large guns.
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13 years ago
Jul 20, 2012, 2:30:20 PM
If they ever do include a super weapon, i feel like they really need to capture the fear that were produced in the 20th century from the threat of nuclear annihilation.



The horror of such weapons possibly leading their use to a decrease of everyone's FIDS as people realize just how horrific the weapons are.
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13 years ago
Jul 20, 2012, 2:55:25 PM
Well actually you propose a ship build around a weapon smiley: wink

I know the feeling too Obak newer better weapons turn the old ones obsolete. Now you can prevent that by adding abilitys to weapons, meaning that even an old weapon would be competitive (like Moo's Ion Cannon-burning ship systems). Now with super weapons the only way to prevent a spammage is limiting them to the bigger classes and limit how many you can add on each ship (for super weapons i strongly support 1 per ship and only on the big ones).
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13 years ago
Jul 20, 2012, 4:47:41 PM
Since i didnt play Sins much i had in mind a same weapon from Gundam Igloo series but anyways no matter.

That would actually be a mobile weapon platform and not an actual ship.
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13 years ago
Jul 20, 2012, 4:52:41 PM
Well, yeah.



The Moo2 stellar converter as a ship, instead of a weapon to put on a ship.



An effective siege and anti-heavy weapon, massive overkill on destroyers but still kinda funny.
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13 years ago
Jul 20, 2012, 4:58:04 PM
That thing must stay in max range and never get close to battle and nowdays battles in ES dont help much
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13 years ago
Jul 22, 2012, 6:55:15 PM
Say, what would you guys think if there was a cap on how many times you can put these on a ship?

Like say, the Heavy Kinetic Cannon can only be placed once on a destroyer/corvette, twice on a Cruiser/Battleship and perhaps four times on a Deadnought.

I don't know how well these "Bigger Weapons" would work in practice, but I would like to limit any possible chance of exploiting them.
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13 years ago
Jul 22, 2012, 7:02:54 PM
Personally id say that these weapons should take like....100, 150 tonnage?
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13 years ago
Jul 22, 2012, 11:20:52 PM
My thought on the matter is that the 'superweapons'(either faction unique or one massive railgun/beam laser/massive swarm missile bank or whatever else) should weigh at least 100 tons, and only be able to be put on a single ship once, no matter what. Also that they be limited to the final two ship classes, or the dreadnaught and a new ship if that was possible.



I also think there should be more unique weapons in the middle of the tech tree.
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13 years ago
Jul 22, 2012, 11:23:54 PM
Well there is so such thing as a super weapon in a 4X game.



But 1 weapon ships would seem to indicate a weapon as large as the ship.
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13 years ago
Jul 22, 2012, 11:33:02 PM
I didn't know what else to call them. And what do you mean? I'm saying you could have other weapons, just only one of the big ones per ship so it doesn't overpower them. Endgame dreadnaught is about 660 tons? that would be 6 of the giant weapons(at 100 tons each), and that seems terribly game breaking.
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13 years ago
Jul 22, 2012, 11:37:17 PM
6 Big guns, but a weapon big enough to be justified for 1 per ship would be strong enough to kill a proper defended battleship in a few shots, justification that these weapons are either highly specialized, impractical or inaccurate.



And what kind of mad man makes a dreadnaught into a glass cannon! lol
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13 years ago
Jul 22, 2012, 11:52:13 PM
I would. In a heartbeat. I'm picturing some sort of death star type laser, or more properly such as on the eclipse(google it if you don't get the reference, basically giant ship mounted planet cracking laser), blowing away a destroyer per turn. Or a giant swarm of missiles going around defenses. Or a giant railgun hulling a smaller ship, or nearly killing a large one.
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13 years ago
Jul 20, 2012, 2:27:26 PM
The problem with superweapons as I have seen them implemented in games thus far is that they tend to push out all other forms of weapons. For players of MoO2 I bet you all know that once the death-ray was discovered, every ship and its grandmother would sport one. I actually like ES shipbuilding, at the moment I am experimenting with using outdated forms of weapons just because they are dependent on certain minerals that I have monopoly on an can get at bargain prices.

What could be a cool trade-off is to have specific racial weapons that act as a complement to standard weapons, not just "extra powerfull laser 1.0" but slightly unique guns say like EMP canons, Molecular acid nanobots, Boarding pods etc. Weapons that would uniquely reflect each race view of waging war.
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13 years ago
Jul 22, 2012, 11:59:38 PM
So would there have to be more work done with evasion stats? Or roll a number and if it's below z, the shot missed. if between z and y, a glancing hit for a percent of the damage where the percent is how far between z and y, and if it's above y then the ship is destroyed(or severely damaged in the case of larger ships)? Granted, this would be for the giant laser/railgun. missiles would have to be done differently.



so basically



#
z<#
y<# = dead(or dying) ship
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13 years ago
Jul 23, 2012, 12:04:04 AM
Considering their size, I imagine there would be no glancing shots, leaving the mechanic to be rather hit/miss.



Dreadnaughts would also be the opposite to this, considering their size.
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13 years ago
Jul 23, 2012, 12:13:11 AM
Granted, that was for the smaller ships. And I would think that at least if they had the appropriate defense it would help a little. Maybe even save the ship if there was enough defense on it.
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13 years ago
Jul 24, 2012, 5:41:42 PM
As cool as big weapons are, I think you guys are thinking 'too big'.

I was thinking along the lines of limiting things just like some of the things in the support modules. I don't recall the names right now, but on two of the modules you can only have one of each. That's what I was aiming for.

Leave enough room for other things. Having 150 ton weapons would just make dreadnoughts 'glass cannons' which just seems odd.
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13 years ago
Jul 24, 2012, 5:59:31 PM
Well a 150 ton weapon would likely be the only gun on the ship (Well possibly 2 for dreads), leaving you with a weapon that can destroy ships in 1-3 shots, but has severe difficulty hitting anything small enough to be utterly annihilated by one.



But yes, you mean weapons that are most likely 2X the size.
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