CommanderHB2 Posted August 2, 2011 Report Posted August 2, 2011 (edited) 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 | SignatureShips: 1 _ 3 _ 5 _ 7 _ gunlevel = 3bulletdelay = 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 = +1bulletdamage = +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 Supplementenergy = +1jittertime = -16ebombtime = -20bulletdamage = -2bulletdamageup = -1maxmines = 0bombdamage = -40bombdamageup = -10bulletburstdamage = -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 = 1bulletfireenergy = 30bulletfiredelay = 24rotation = +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. Edited August 2, 2011 by CommanderHB2 Quote
spidernl Posted August 2, 2011 Report Posted August 2, 2011 (edited) While none of these items look (really) imbalanced (which is quite unique on these forums..), I don't really like any of them particularly. First of all, guns have never had drawbacks unrelated to the weapon. That's mainly because it's incredibly hard to properly 'judge' how much you can boost a weapon's power for an unrelated side-effect, and simply because I don't quite like the 'feel', same way I don't like the 'feel' of making a -weapon delay item, even though it could theoretically be balanced. And then I'm just against 'sacrificing' weapon slots for other benefits. This is mainly because this would affect the ability of players to 'reach' +10 in properties, thereby increasing overall ship power in most of the situations these items would be used. Although the 'feel' argument applies here as well. Still, it looks like some thought went into these suggestions, and I appreciate that. Edit: Oh, and bombdamageup doesn't exist. I wish it did.Bombdamage is just one number, and the actual damage done by a bomb depends on the distance it explodes from you.Here's an explanation by bomook, stolen from the armor v4 topic: Explode pixels is the splash radius of the bomb (in pixels), and yes when it's higher like with the shock matrix, you do get "splashed by bombs more". However, in Continuum, the explode pixels affects bomb damage considerably. All bombs, regardless of level, deal the same base amount of damage (in this zone, it's 770 - I will go into more detail below). This damage is always applied for direct hits. However, when a bomb does not land a direct hit on you and are within its splash radius, you receive partial damage. This damage is proportional to your distance from the epicenter: For example, a level 1 bomb hits a wall 48 pixels (3 tiles) away from you while the bomb explode pixels is at 96. Since your distance from the epicenter is half the explode pixels of the bomb, then you take half the base damage (385). A common question is: if all the different levels of bombs deal the same base damage, then what's the point of having higher level bombs? Bomb explode pixels are multiplied by the level of the bomb, while the same rule for partial damage still applies. Let's take the same example as above, but instead of a level 1 bomb, it's a level 3 bomb: The level 3 bomb's explode pixels are effectively 288, and you are still 48 pixels away, but this time, you are relatively much closer to the epicenter - instead of being 50% of the blast radius from the epicenter, you are only 17% away. You take 641 damage (that's 66% higher than the level 1 bomb's damage). What this means: the shock matrix's adjustment of decreasing base bomb damage while increasing explode pixels means that you're protected a lot more from direct bomb hits, receiving the full 20.9% damage reduction (since the explode pixels are irrelevant for direct hits). Solid protection while centering, but less so for turrets, basers, or large ships. Even in these situations, you still receive less damage from bombs, just not the full 20.9%. However, for all intents and purposes, an adjustment of 1 or 3 pixels on the bomb's explode pixels negligibly affects the damage, it might add or subtract anywhere from 0 to 15 damage to a hit, but it's not huge. Finally, to avoid getting chewed out by the real veterans who understand this game, I lied when I said that all bombs deal the same direct hit damage - it is the center of your ship that is calculated for bomb damage, and since bombs don't fly through your ship to explode in the very center, the partial damage still applies (so actually, there is no such thing as direct damage). Since both bomb level and ship size factor into this, I'm not going to go into the specific details. But for small ships, this effect is negligible - it's for larger ships where the effect is noticeable. Edited August 2, 2011 by spidernl Quote
CommanderHB2 Posted August 2, 2011 Author Report Posted August 2, 2011 (edited) 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? Edited August 2, 2011 by CommanderHB2 Quote
spidernl Posted August 2, 2011 Report Posted August 2, 2011 I've never actually wanted to have gun/bomb replacements that boost other areas of the ship (or even the other weapon). Read my explanation in the other post. I just dislike the 'other stats' tradeoff for Gatling Beam, making them more of a tradeoff won't make me like it more. Quote
Cheese Posted August 2, 2011 Report Posted August 2, 2011 I've never actually wanted to have gun/bomb replacements that boost other areas of the ship and yet people love things like shrap boosteri know i do Quote
Cheese Posted August 2, 2011 Report Posted August 2, 2011 +---------------------+ | QuickFire Mechanism | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Buy Price | Sell Price | Exp | Ships | Max | Ammo | Item Types | | $25000 | $10000 | 1000 | 12345678 | 1 | None | Bomb | +-----------+------+-----+-------+----------+-----+------------------+--------------------------------+ | Sacrifice your secondary weapon for increased item deployment speed. | +------------------+----------------+-----------------------------------------------------------------+ | Property Name | Property Value | +------------------+----------------+ | bomblevel | +1 | | bombdelay | =20 | | bombenergy | =10000 | | maxmines | =0 | | minedelay | =1000 | | mineenergy | =10000 | +------------------+----------------+ ^old idea is old, sacrifice bombs for itemsfor balance, i made it hard to controlhttp://www.subspace.co/topic/25579-cheeses-item-log/http://www.subspace.co/topic/25579-cheeses-item-log/page__st__60__p__274787#entry274787 Quote
spidernl Posted August 3, 2011 Report Posted August 3, 2011 (edited) Cheese, sometimes I just don't get you. Why do I see you complaining about item spam (you prefer to use hints to prostitution rather than the word 'spam', though) in quite a few flag games if you're going to proceed to post an item, that is dedicated to making item spam even more annoying, on the forums? 20 bombdelay would make thor- and/or burstspamming even more effective. Not to the fact mention that Salvo fills the role of item-rapid-fire bomb quite well, and the fact that it has some use for ships that aren't rushers isn't exactly a bad thing, now is it? Edited August 3, 2011 by spidernl Quote
Cheese Posted August 4, 2011 Report Posted August 4, 2011 i am very aware of exactly what it does and the effect it would have on playersin fact you could replace 20 with 10 Quote
spidernl Posted August 4, 2011 Report Posted August 4, 2011 Of course, and you can replace 10 with 5, and burst spamming will be even faster. What the hell is your point, an item like this is not going to happen. New items are supposed to increase variety, and this item would certainly decrease it. Every single rusher would use it. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.