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"Bigger" Weapons

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13 years ago
Jul 19, 2012, 1:08:40 PM
To update my previous post i just made a break from a game with Hissho. There must really be a limit on weapons per ship or per number of fleets, the AI keeps attacking with kamikaze tactics smiley: angry
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13 years ago
Jul 18, 2012, 5:50:05 PM
This comes from my Discussion thread:

https://www.games2gether.com/endless-space/forum/28-game-design/thread/11215-discussion-gameshoes-s-list-of-combat-related-ship-specialization



"Bigger" Weapons

So I've observed that Beam weapons are pretty much the go-to weapon. So why not throw in some more that may balance things out?

What I have in mind for these is for larger variants of the current weapons. These will be very heavy (like say 35 weight for the first level), so putting them on destroyers isn't such a hot idea despite the 25% weight reduction. I'm thinking that the heavier ships (2 CP and up) should get a 10% weight reduction on these. These weapons will have three versions on the tech tree instead of having a better one each level.

  • Heavy Kinetic Cannon

    Accurate at all ranges, hard hitting kinetic weapon, and it cannot be blocked, but it shoots slowly (I'm going for 4 shots per battle phase). Deals +20% damage against 1 CP ships. This is meant for heavier class ships to take out those pesky destroyers.
  • Ion Beam Cannon

    Only works at melee range. Heavy hitting cannon that deals 10/13/16% of the target ship's hull over 4 seconds granted that it hits immediately and stays on target. Of course the beam shields will reduce the damage.
  • Swarm Missiles

    This weapon will shoot a pod of fast-traveling missiles (say 4) that split into 4 more rockets (total of 16). Each missile damage is light, but the damage will increase by 5/7/9% per each missile that hits. Example: let's say we're using a level 1 swarm missile and 4 missiles make it through. We will then add the bonuses percentages together for each missile that made it through, in this case 4x5% = 20% increase in damage per each missile. So if we use some numbers and say that the missile hit for 20 damage each they would then be dealing 24 damage each.

    The main purpose of these however are to waste the missile defenses and allow the heavier torpedoes to hit.


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13 years ago
Jul 19, 2012, 5:16:34 PM
Nomas wrote:
To update my previous post i just made a break from a game with Hissho. There must really be a limit on weapons per ship or per number of fleets, the AI keeps attacking with kamikaze tactics smiley: angry
It's really funny seeing the AI pump out Dreadnoughts without a single bit of defense.
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13 years ago
Jul 19, 2012, 5:35:36 PM
I support the notion of "big" weapons, if only because I think it would be interesting to see certain specialized versions of the three existing weapon trees get guns that fall somewhat outside of their purview, like the suggested heavy railgun that is slow firing but accurate at all ranges (as opposed to rapid-fire, inaccurate kinetic weapons) and a short range "cutting beam" for beams. As it stands right now, I feel the weapon trees, though there are three of them, are more or less static. The only thing that changes as you progress through the tree are the numbers.
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13 years ago
Jul 19, 2012, 8:23:08 PM
gameshoes wrote:
It's really funny seeing the AI pump out Dreadnoughts without a single bit of defense.




True, its kill before you go down yourself. At least missiles right now aim one target otherwise i would be doomed! oO'
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13 years ago
Jul 20, 2012, 2:55:09 AM
suth2436 wrote:
As it stands right now, I feel the weapon trees, though there are three of them, are more or less static. The only thing that changes as you progress through the tree are the numbers.


I was planning on these being integrated into those existing trees but as points where players can't "skip" the tech. Because you know taht there are some branches of the tree that can let you skip getting level 3 weapons and skip right to 6 (or something like that). Stick these weapons in those spots and we should see some more dynamic gameplay instead of watching players skip the lower tech weapons.
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13 years ago
Jul 20, 2012, 3:05:30 AM
smiley: approval Heavy Weapons (designed to counter Dreadnought Class Ships)



smiley: approval Swarm Missles (from Op, to counter missle defenses)
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13 years ago
Jul 20, 2012, 4:20:21 AM
CmdrNoval wrote:
smiley: approval Heavy Weapons (designed to counter Dreadnought Class Ships)


We don't exactly need a counter to Dreadnought ships. Since the Dreadnought doesn't get any weight reduction on any module, you're better off just building lower class ships.

Plus I believe that Torpedoes should be the answer to large ships, not heavy rounds.
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13 years ago
Jul 20, 2012, 7:18:03 AM
Heavy weapons are able to penetrate heavy defenses, if they were only good at killing smaller ships we would end up having wars between impenetrable titans.



Still, once heavy weapons are in, the only real counter to the them would be Statecraft.





Anybody else see how this matches actual history?
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13 years ago
Jul 20, 2012, 9:57:23 AM
I propose WWII tacts, torpedo bombers closing fast to hit heavy slow ships smiley: twisted



Usually heavy weapons are slow firing and not good at hitting small and plenty of targets. Often used to make a big hit where it hurts more. Thus it would be nice if big,heavy weapons can only equiped on the the larger classes (titan anyone???)
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13 years ago
Jul 20, 2012, 12:55:23 PM
gameshoes wrote:
I was planning on these being integrated into those existing trees but as points where players can't "skip" the tech. Because you know taht there are some branches of the tree that can let you skip getting level 3 weapons and skip right to 6 (or something like that). Stick these weapons in those spots and we should see some more dynamic gameplay instead of watching players skip the lower tech weapons.




I like this idea, especially if these weapon technologies were interspersed between these "focal points", let's call them, where it is possible to skip 3 or 4 weapon techs if your research ability is high enough. It would make players have to weigh their options. Get the fancy new toy, or skip to more powerful weapons at the loss of versatility?
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13 years ago
Jul 20, 2012, 1:20:35 PM
Nomas wrote:
I propose WWII tacts, torpedo bombers closing fast to hit heavy slow ships smiley: twisted



Usually heavy weapons are slow firing and not good at hitting small and plenty of targets. Often used to make a big hit where it hurts more. Thus it would be nice if big,heavy weapons can only equiped on the the larger classes (titan anyone???)




Well they are usually bad at hitting many targets, but by medium or short range you wont have an issue with accuracy.
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13 years ago
Jul 20, 2012, 1:34:19 PM
Igncom1 wrote:
Well they are usually bad at hitting many targets, but by medium or short range you wont have an issue with accuracy.




Exactly my point. Super weapons must be super but not that super. A massive rail gun for instance can be very inaccurate at long distance but deadly at close and can add a bonus to invasions perhaps. Also with big weapons in general there must be a limit of 1 per ship and only in the big ones for example.



You could also pick when you want them to shoot like with a battle card smiley: cool
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13 years ago
Jul 20, 2012, 1:48:18 PM
Woah, I mean heavy weapons on like, a RL battleship not a super weapon!
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