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Posted (edited)

(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

Edited by CommanderHB2
Posted

The drawbacks are kind of pointless. +3 bombdamage will, in practice, do very little.

Removing them entirely wouldn't hurt anyone. Who knows.

 

These items don't really fill a niche that isn't already filled by other items, really.

I agree with cheese (although he put it rather harshly.. what does that remind you of), you should just post these in one of the existing threads (like my blog).

Posted

Sorry, Supposed since of the different item-type that it deserved a seperate thread, My bad.

 

I'm taking that as a "No" for these, then. I just assumed that it'd provide an easy "6" in their area without increasing damage from bursts, shrapnel, and other silly things that you don't want. To Counter, it provides +0 for the other [6 recharge, 0 Energy].

 

Just thoughts, I believed that this particular "Niche" wasn't filled by any of the current reactors... At least without implacing a few drawbacks in hull integrity.

  • 4 months later...
Posted

Unique field that emits cloak-nullifying waves, revealing invisible targets while they are in the field over a medium area

 

 

the only item actually possible

 

also someone should write in hb2 getting engine failured after getting hit by any weapon

Posted

Looks like most if not all of his suggestions are perfectly viable. The "EMP Wave" one might be a bit tough, the closest 'approximation' would be the existing EMP Field.

 

I assume he means 'engine shutdown' rather than 'engine failure', though. Doesn't make a lot of sense to make an armor that has a 50% chance to blow you up.

Posted (edited)

New Items Added to List:

 

(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 the enemy's 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)

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"

 

DRONE STATS:

 

energy: 1650

recharge: 0

bulletfireenergy: 0

gunlevel: 3

gunbounce: 1

Ship 8

bulletfiredelay: 53

multi: 1

 

 

--=-===-=-=-=-

 

Fun Facts:

AUCTOR is Latin for 'Instigator'

VOX is Latin for 'Power'

Edited by CommanderHB2
Posted (edited)

I could probably make those work better than I thought they could be by changing sendposdelay for individual players (with extraweapon) through a settings packet.

Only thing I'd have to do is probably drop quite a few packets to prevent it from costing much more bandwidth for the server, and prevent players from seeing a big difference in rotation smoothness and energy recharge 'detail' depending on whether or not they have an "extraweapon" item.

 

It's a bit of coding work which I don't have time for right now, though. Maybe during my break in a few weeks.

 

Edit: @CommanderHB2:

 

The thor-like bomb isn't possible without actually making it a thor, sadly.

 

The sort-of Cobalt might be interesting, but not something I have time to develop right now, nor would I prioritize developing it.

 

What would the drones do exactly? Fly around and that kind of stuff? That's quite a bit of work to develop, and I'm not using Cheese's stuff unless it goes open source and I consider it worth my time.

Same for both the "VOX" items. Note that, as far as names go, you can save yourself the time thinking those up. Odds are I'd come up with my own anyways, and concepts are more valuable for me than actual 'balanced' & named items.

Edited by spidernl
Posted (edited)

You're right.

 

I actually don't even remember where the hell i got the VOX one from.

 

Auctor is correct, though.

 

 

 

@Spider

 

The drones would be stationary. Note their descriptions.

 

They would remain in one spot and be used as simple defensive items until their owner's death.

Edited by CommanderHB2
Posted

So, basically, turrets?

 

I have to admit that if I were to create any kind of turret, dropping them as mines is actually a pretty good idea. The only issue is that you'd have to get rid of the mine itself somehow.

It's certainly more intuitive than ?dropturret.

Posted (edited)

Perhaps the mine itself would be a good thing to remain under the turret.

 

People could dive-into the turret and inflict a good deal of damage to it;

 

but then again, it could be repelled...

Edited by CommanderHB2
Posted

New Items Added to List:

 

(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

Posted

Hrm. ExtraWeapon can fire at different angles, yes, although that requires minor edits to the module and a change to ASSS (JoWie has already made that change, mind you) to modify some kill messages so that a kill is given to the owner of ExtraWeapon, and not to ExtraWeapon itself. Another issue is that you'd need more than one 'fake' (like ) to fire more than 1 extra bomb at once. A small delay (like 10 centiseconds) is possible, however.

 

I'm planning to change ExtraWeapon a bit to mess with sendposdelay so it can smoothly do lower delays like 5, 2 or even 1.

 

The Potens Shell is also possible, but requires some fake player silliness again. Might not work as well as you'd want, either (warping fake players on top of a bomb would also cause things like weapons hitting it for a split second). The Plague Beam is an idea I'd been playing with myself, but I was personally planning to make it transfer 'energy' to the owner's shields, rather than temporarily boosting recharge (as the latter either requires a HUGE settings packet or two prizes, both having some side-effects I'd prefer not to have).

 

I don't think the Pursuit Bomb is possible. Other zones do that with negative bombspeed, but bombspeed is something we can't change for individual ships.

Posted

Wouldn't firing backwards just require an extraweapon angle of 180 degrees? Considering it starts vertically from the launching point, wouldn't it extend out to BEHIND the ship?

 

Also, it'd actually be somewhat neat for the Potens Shell to tank hits briefly. Could take it for a 'Large Warhead' that you can shoot at...

 

And that may bring up more ideas o-o. Honestly, I don't think the tanking is any problem at all and may actually be even cooler.

Posted

Dr Brain's Chaos actually works just fine if you load the module. Heh.

 

If the timestamp doesn't affect things, I guess I could add a minimal amount of time to it and re-use one fake.

Either way I need to do some playing around with ExtraWeapon to make it deal with low delays, so it can be used for guns and stuff.

Posted (edited)

Glyphic beam could have a static level for the first bullet, and random ones for the next through extraweapon. I personally prefer that over hacking packets and making all the bullets look the same for the owner. The question is whether you want random weapon levels at all. I'd rather keep any random elements away.

 

Hellfire is possible, but requires ExtraWeapon changes for more consistent timings on the bullets (right now the difference between the first and second bullet would be fairly random - being any value between 10 and 20 centiseconds, I'd rather it be a range of 10-12 centiseconds).

Edited by spidernl

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