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Posted (edited)

Kachina Beam: |Ships: 34567 | 74.2k | 7230 exp | Gun, Signature | Bouncing L4 Bullets. Terribly Inefficient.

 

gunlevel = 4

bulletdelay = 27

bulletenergy = 37 ( 37 + 37 + 37 + 37 = 148 for L4, bulletdamage is 320 [ 128 + 64 + 64 + 64], thus making it terribly inefficient. This value can perhaps be changed to 38-40 if necessary, given the votality of the weapon in both basing AND center. Note, I stayed away from non-weapon values, this time!)

bounce = +1

multifire = +1

multidelay = 27

multienergy = 37 (Could be increased higher than the normal bulletenergy, but traditionally is the same for most/all weapons in Hyperspace.)

 

 

"This weapon combines the best assets of the Plasma Cannon and Gigajoule Railgun. The weapon is extremely inefficient, but very, very dangerous."

 

People have been asking for a bouncing L4 Gun for a while. This weapon aims to provide unbelievable stopping-power and multi-purpose uses while countering such with an unimaginably inefficient firing mechanism [it takes nearly half the amount of damage dealt by one bullet to fire!]. The delay is also higher than the Gigajoule Railgun, but somewhat lower than the plasma cannon. Without High energy, The pilot will not be able to fire off too many bursts before compromising ship integrity. Serves a multipurpose of Centering And Basing.

Edited by CommanderHB2
Posted

I've been sticking to there-will-only-be-one-unique-l4-gun for a while now, and that's unlikely to change.

 

Not to mention extremes are generally bad: very high dps for very high inefficiency (to a greater extent than Shredder, even) is tough to balance.

After a while sheer stopping power just wrecks anything, whether it costs you half the energy they take in damage or not.

Posted (edited)

i want a gun that have effects through walls(i been playing games with guns that can shoot through walls alot:P)

and maybe a gun that instantly vaporises enemys but has high delay?

Edited by kevinz :D
Posted (edited)

More Stupid Item Ideas; (Please Do consider them before dismissal)

 

Myra Capacitor | Ships 12345678 | 28.2k | 3120 exp | Efficiency Unit

Item Types: Reactor

 

energy= +3

recharge = +2

bulletfireenergy = -2

xradarenergy = -17

stealthenergy = -16

cloakenergy = -15

antiwarpenergy = -16

rockettime = +25

bulletdamage = +4

bulletdamageup = +2

ebombtime = -9

 

"This reactor focuses on fine-tuning basic ship aspects rather than overall ship integrity. Although outmatched by most other reactors, the Myra Capacitor is effective for many supportive situations.

 

Although weak in general, this reactor provides efficiency bonuses to all ship appliances and provides resistance to EMP as well. This reactor is best suited for a supportive role rather than a directly offensive one, due to increased bulletdamage and thinner Energy / Recharge reserves. Relatively cheap and does NOT use up a signature slot.

 

 

Mithril Assimilator | Ships 12345678 | 29.6k | 3490 exp | Weak Reactor, Enhanced Mobility

Item Types: Reactor

 

energy = +2

recharge = +3

thrust = +2

rotation = +1

afterburner = -1

rockettime = +40

bulletfireenergy = +2

bombfireenergy = +10

 

"This reactor focuses on efficient thrusters rather than overall ship integrity and weapons systems."

 

Something *somewhat* new, this reactor provides a thin layer of energy and recharge as well as enhanced thrusters and rotational speed in exchange for the efficiency of the gun and bomb firing mechanisms. This reactor's fitted for "hit-and-run" maneuvers rather than fighting-to-the-death. Relatively cheap and does NOT use up a signature slot.

Edited by CommanderHB2
Posted (edited)

Remove the bulletdamage and bulletdamageup from the Myra Capacitor.

 

Come to think of it, the Fusion reactor covers most of that, making it somewhat obsolete.

 

 

The Mithril Assimilator's pretty unique, however.

Edited by CommanderHB2
Posted (edited)

I'd rather items didn't dip into the purpose of other categories.

 

This.

 

Edit: And yes, I'm aware of the existence of items like H2 Ramscoop and Reflection Drive. Those are exceptions to the rule, however.

Edited by spidernl
Posted
I've heard it's possible to make 1 way bricks. Bricks that you can fly through in one direction, right to left, but going left to right it is solid and you can't pass. Can anyone figure out how to do this, and find an application for the game play?
Posted (edited)

New Emitters:

 

I don't have precise settings for these new items because they are currently nonexistent, as far as I Know. Here are my new ideas, nevertheless.

 

Martyrdom System | $50k | 5000 exp| ships 12345678 | Violent explosion upon death.

 

"Upon death, fires a large amount of shrapnel in all directions"

 

energy = -1

maxthrust= -1

 

Fire about 14 L1 Non-Bounce shrapnel [shrapnel isn't based on whether BULLETS have bounce, is it?] when destroyed.

 

Other Information:

The shrapnel should be "owned" by the Martyr, thus providing experience to the user.

 

Alternatively, It could be owned by a module, , and only provide a small money bonus to the user and all nearby teammates.

 

 

 

Void Reaper | $100k | 10000 exp | Ships 34567 | Deadly Wave upon death

Requires NO Martyrdom System | Alien Technology, Emitter, Signature

 

"A more bulky version of the Martyrdom System configured for devastation over a large radius."

 

energy = -1

maxthrust = -1

rotation = -1

rockettime = -30

 

Fire 18 Bouncing L3 Shrapnel in all directions upon death. Same suggestions apply here as above.

 

 

 

 

Afterbomb | $67.2k | 5200 exp | Fire an extra bomb

Alien Tech, Signature

 

bombenergy = +145 - 200 [implying something between 145 and 200]

bombdelay = +50

 

"After firing a bomb, a light proximity warhead is fired soon after at no immediate cost to the hull's energy."

 

 

Other Information:

The bomb will be L1 with Prox. Either a module can act as the "bombowner", such as , or if possible, make the bomb act as a bomb from the hull firing it.

 

The Bomb will fire about one second after firing your own bomb. If applicable, the same bombspeed as the hull firing it would be nice but not necessary.

 

The idea behind this weapon is to deal a finishing blow to an enemy if you weakened them with your own bomb, or to be able to firing more bombs at once without having to wait for a delay. This item is Signature so you cannot have someone fire a TacNuke and another bomb at once, but it's still deadly.

 

This item can be considered an "Emitter" OR "Addon", but it appears to fit best in "Alien Technology"

Edited by CommanderHB2

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