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CommanderHB2

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  1. (Bomb, Signature) Apache Bomb | Ships 4 67 | Wide-Array Bombs "Advanced bomb that launches an array of 3 bombs per shot over a wide distance" bomblevel: 2 bombfiredelay: 305 Other notes: Could extraweapon be modified to fire 2 bombs about 25-30 degrees away from either side of the launching point? ----------------------------------------- (Consumable) Potens Shell | Ships 34567 | One-Use Bomb Enhancer "Heavy encasement that enhances the current user's bomb. Releases deadly bursts as it progresses to its target." shrap: +2 prox: -1 bombfireenergy: +495 bombfiredelay: +200 These statistics are only applied until the bomb is launched, and probably will reset after respawn. Max of 1 per ship at any time. Releases a burst every 0.5 seconds before impact. -------- (Gun) Plague Beam | Ships 123456 8 | Absorbs Shields "Specialized weapon that absorbs a substantial amount of shield from the target and provides temporary recharge bonuses to the user if shielded targets are hit." (This only provides bonuses when the shields are active, once pierced they no longer provide bonuses to the user) gunlevel: 1 multi: 1 gunfiredelay: 53 gunfireenergy: 33 If shielded targets are hit; -Give user +2 recharge for 5-8 seconds. Cannot stack. -Inflict +50 damage to shields ------------------------------------------------------------ (Bomb) Pursuit Bomb | Ships 12 56 7 | Fires Backwards "Unique bomb with a refitted launcher that propels bombs out from behind the ship. Excellent for chase-scenarios, and is fitted with a proximity fuse to enhance accuracy." bomblevel: 1 bombfiredelay: 138 prox: 1 bombfireenergy: 230 ========================================================================================================================== (Bomb) AUCTOR Deployer | Ships 34 7 | $37.2k | 4010 exp | Deploy AUCTOR drones "Replaces mines with deployable AUCTOR drones. Requires ammunition to fire" bombfireenergy: 10000 bombfiredelay: 140 minefireenergy: 300 minefiredelay: 110 bomblevel: 1 --- (Consumable, Ammo) AUCTOR Drone | Ships 34 7 | $1000 | 4010 exp | Stationary support drone "Stationary support drone; requires AUCTOR Deployer" Maximum to be able to hold at once per ship; 2. DRONE STATS: energy: 1000 recharge: 0 bulletfireenergy: 0 gunlevel: 1 gunbounce: 1 Ship 8 bulletfiredelay: 23 --- (Bomb, Signature) VOX Deployer | Ships 34 7 | 7500 exp | Deploy VOX drones "Replaces mines with deployable VOX drones. Requires ammunition to fire" bombfireenergy: 10000 bombfiredelay: 135 minefireenergy: 300 minefiredelay: 125 bomblevel: 1 --- (Consumable, Ammo) VOX Drone | Ships 34 7 | 7500 exp | Advanced support drone "Advanced support drone that is tougher and more dangerous than its AUCTOR counterpart. Requires VOX Deployer" Ships can only have two of these at once. DRONE STATS: energy: 1650 recharge: 0 bulletfireenergy: 0 gunlevel: 3 gunbounce: 1 Ship 8 bulletfiredelay: 53 multi: 1 --=-===-=-=-=- Fun Fact: AUCTOR is Latin for 'Instigator' ______________________________________________________________ (Bomb) Pascha Bomb | Ships 1234567 | 26.3k | 3080 exp | Goes through thin objects "Bomb made to phase through thin walls and objects while still remaining intact. Added proximity fuse; Inefficient." bomblevel: 2 bombfireenergy: 236 bombfiredelay: 280 prox: 1 Other information on this item; goes through a maximum of 2 solid tiles before exploding. This can include going through a 1 tile wall and then being able to go through a 2nd 1-tile wall before exploding. Bomb cannot phase through special tiles (Anti-thor tiles, the likes). The weapon is inefficient and is specialized for supportive roles. ----------------- (Alien Tech, Field Ammo, Antideath) Distrugator Mk1 | Ships 1234567 | $46.2k | 17500 exp | --- "The Distrugator Mk1 is a remake of the well-feared Cobalt Mk2. The Distrugator's area of effect (AoE) is larger than that of Cobalt Mk2, and sends a massive EMP wave at its target- disabling all ships in the blast radius' recharge units and engines temporarily" (Same as Cobalt Mk2) bulletdelay +16 | bombdelay +190 | cloakenergy +2000 | stealthenergy +2000 | portalmax -5 | rocketmax -5 | thormax -5 | brickmax -5 | decoymax -5 | repelmax -5 burstmax -5 _______________________________________________________________________ (Bomb, Signature) Zeus Cannon | Ships 4 7 | 80.2k | 8620 exp | Apocalyptic Warhead, Stuns Foes "Similar to the feared 'TacNuke', an even more devastating bomb has been created in exchange for efficiency. The Zeus Cannon has a decent chance to temporarily disable ships based on size (More devastating against smaller ships) Basic Statistics bomblevel: 3 bombenergy: 703 bombdelay: 420 shrapnel: 3 shraplevel: 3 Other statistics based on ship-disabling On direct hits from the bomb per ship, there is X chance that they will have an engine shutdown. Warbird: 80% Javelin: 80% Spider: 55% Leviathan: 55% Terrier: 70% Weasel: 70% Lancaster: 35% Shark: 90% On SPLASH hits (if applicable) over a designated radius (About the size of a lancaster), there is X chance to have an engine shutdown: Warbird: 30% Javelin: 30% Spider: 10% Leviathan: 10% Terrier: 20% Weasel: 20% Lancaster: 5% Shark: 40% --------------------------------- (Field) Infrared Projector | $1500 | 5000 exp | Cloak-Nullifying field. "Unique field that emits cloak-nullifying waves, revealing invisible targets while they are in the field over a medium area" ------------------------------ (Field) Molecular Disruptor | $2000 | 5500 exp | Kills recharge and appliances "Field that emits atomic-scale waves that penetrate through ships and disable their ability to recharge ship energy reserves while inside the field, also making appliances highly inefficient over a small area." ------------------------------- (Consumable, -1 mount) Cypher Device | $15.1k | 5600 exp | Disguise as an Enemy "Advanced technology that 'disguises' the user as an ally of all ships of other frequencies, but is nullified by high-leveled X-Radar. Expires upon death." recharge= -1 energy= -1 maxspeed= -1 This basically just involves changing the color of their names and preferrably appearing on the radar as yellow. High-level X-radar or jamming devices can nullify this effect by marking them as blue on the minimap and perhaps changing their name color to the user. Jamming: Makes all units able to see until out of jamming radius X-Radar: Makes only the user able to see ---------------------------- (Gun, Signature) Hellfire | Ships 1 3 5 7 | $49.3k | 7010 exp | 4-Burst fire, Efficient "Deadly weapon created with efficiency and votality in mind. Four-burst firing costs ship energy only once, and is launched at a rapid pace" gunlevel: 1 burstamount: 4 bulletfireenergy: 163 bulletfiredelay: 83 multi: +1 multifireenergy: 163 multifiredelay: 83 delay between rounds in a burst: 10 ------------------------------- (Gun) Glyphic Beam | Ships 1 3 5 7 | 33.3k | 3280 exp | 3 Round Burst, Random Level Ancient prismatic technology revised to create a unique weapon. Somewhat unwieldy." bulletfiredelay: 103 burstamount: 3 bulletfireenergy: 142 delay between rounds in a burst: 15 The bullet levels fired by the Glyphic Beam can vary between L1-L4 (Or L3, if there is a big problem with it) Chances for each bullet to fire per round; L1 = 30% L2 = 45% L3 = 20% L4 = 5% It is possible to have a wave full of all L4's, all L1's, or even a mix of all of them. I was thinking the Extraweapon could be modified to do such. ------------------------------------------ (Armor, Signature) Aeroflect | Ships 12 56 | $61.2k | 6370 exp | Powerful armor, Weakens Engine "Highly advanced technology that provides enhanced all-round protection at no cost of hull maneuverability; however, doing so sacrifices the integrity of the ship's core regulation systems and can cause engine shutdown during attack." bulletdamage: -38 bulletdamageup: -8 burstdamage: -32 jittertime: -23 When hit directly or by powerful splash, the user's engine has a good chance of shutting down On direct bomb/mine hits: 45% Chance of engine failure On L3-L4 bullet hits: 10% Chance of engine failure On Splash bomb hits: 15% Chance of engine failure
  2. The LVZ Viewer page does not exist anymore, as it's saying to me. I'm redirected to a super-soaker site moments afterward.
  3. Thanks for getting back to me, I just thought it'd be neat. Oh Well. I do have a sample ship set up for some of these in my subarena if you would perhaps like to try it out. It's the Spider. The bomb/gun replacement upgrades are still a little subtle, in my opinion, to make too huge of a difference. The Cerulean mod is probably a little too extensive, though. The maxrocket upgrade or the entire gunlevel could be removed to counter for that. ____ As for the Gatling Beam, could A further decrease in recharge, decrease in thrust, or further damage increase counter for that?
  4. Yeah, That was weird.
  5. I've been drafting up some really unique weapon/item ideas; Tell me what you think. GUN: Gatling Beam :: 69.5k | 6875 exp | Bulky but Destructive. Highly Unstable | Signature Ships: 1 _ 3 _ 5 _ 7 _ gunlevel = 3 bulletdelay = 18 [Close to that of the phaser, which is 17] bulletfireenergy = 21 [Disruptor = 22, Proton = 16] recharge = -1 [Tap into recharge reserves] ebombdamage = +70 [A Primary Weakness] ebombtime = +170 [1.7 seconds of increased EMP time] bombdamage = +14 [secondary Weakness] maxportal = -3 [Prevent firing cheap waves and teleporting] maxrocket = -1 [Prevent a quick getaway from enemies] maxthrust = -1 [slow the Ship using it] bulletburstdamage = +2 [Other minor effects] inactshrapneldamage = +1 bulletdamage = +2 "The Gatling beam is a very deadly, efficient weapon that is highly unstable that leaves the pilot prone to EMP and hinders the ship using it." Alone, this weapon is EXTREMELY deadly, but it allows an open window [Due to slight speed and recharge loss] for others to counterattack. After limiting weapon capacity, recharge, and speed- and increasing bombdamage and ebombdamage, the weapon seems to have some downfall to its use. BOMB: Dwight Capacitor :: 16k | 2830 exp | Bomb | Acts as Ship Supplement energy = +1 jittertime = -16 ebombtime = -20 bulletdamage = -2 bulletdamageup = -1 maxmines = 0 bombdamage = -40 bombdamageup = -10 bulletburstdamage = -2 "The Dwight Capacitor is a unique piece of equipment that replaces a bomb and instead has its slot act as an optimizer and light armor for the ship." Useful for ships that rarely use bombs [ships such as 3, 5, 8?], they can replace their bomb with a small ship supplement and armor. Good for people that generally use nonefficient guns [shredder, Disruptor, etc.] and can't afford to use bombs often. GUN: Cerulean Mod :: 13.6k | 2560 exp | Gun | Ineffective gun, Increased Mobility and Capacity. gunlevel = 1 bulletfireenergy = 30 bulletfiredelay = 24 rotation = +1 [Provides some rotation] maxthrust = +1 [increases Speed, Slightly] maxrocket = +1 [Provides Capacity for an extra rocket] "The gun slot of the ship is refitted in order to provide additional mobility and capacity to the pilot." Especially for bombing-ships, [ 2 , 4, 6? ], the Cerulean Mod could provide useful since those ships don't *often* have a need to use standard guns. The Cerulean mod provides a weak, ineffective laser instead of completely removing the weapon slot. Ships that use heavy reactors in addition to bad subight drives can make use of this relatively cheap fix for their problems. Provide any feedback you guys have, here. I spent a lot of time drafting this out [About 2-3 hours] last night, testing new things in my subarena.
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