Some ideas about ammo and weapons for the futur

Aigaion

Banned
Hello people !

Again, I would like to start a discussion about some ideas I have about the futur of Elite Dangerous. Again, please be free to argument and discuss about it, I hope Frontier will take a look at it :). Please note that I try to be the most balanced possible to not be gamebreaking. Enjoy your read :)

So first of all, some changes about ammo.

Armor Piercing Ammo :

Smaller and faster ammunitions than the regular ones, can pierce through the hull to damage modules faster than the regular type ammo.

Radioactive Ammo :

Big and radioactive shell. Doesn't cause much damages at impact, but applies a DoT (Damage over Time) that damages hull, no effet on modules. Also weakens hull by melting, causing other damage sources to deal more damages. Ineffective against shields

Explosive shells :

Huge shells equiped with explosive heads. Slow rate of fire, but respectable damages to hull, low piercing due to volatile damages. Ineffective against shields.

DCA shells :

High volatile explosive shells, causes area damages to several ships, ineffective against shields. Low piercing. Very effective against small ships.

EM Missiles (credits to potsmoker) :

Standard missiles with an EM head remplacing the explosive head. Very effective against shields. Ineffective against hull but hitting an unshielded ship can cause electronics to jam and awkward behavior (FSD not working, weapons shoot randomly, power distributor playing crazy).

Incendiary missile (Hot missile) :

Small, very hot missile with track assist to guide to targets. Ineffective against shields, low damages to hull but causes targeted ship to heat quicker. Also makes launcher's ship to heat.

Warheads (credits to %OnePercent%) :

Huge warhead (C4 only) mounted with a nuclear charge. Launch causes an energy consumption spike that leaves the ship without energy for 5 seconds. Slow warhead but causes terrible damages to ships. His low speed and his size make the warhead trackable by sensors to give pilotes a chance to intercept it and take it down during travel


Now let's go to some ideas about modules :)

FSD Scrambler :

Prevents target from using FSD reactor. Requires to keep the target in line-of-sight to scramble, keeping the scramble effective causes ship to heat. Using the scrambler against a target already trying to activate his FSD does not interrupt it but makes only the activation time longer.

Field Attractor :

Module used to attract objects like minerals or commodities floating in space directly into your cargo scoop.

Ship Attractor :

Module used to attract other ships and preventing them from escaping. Requires to keep the target in line-of-sight, keeping the Ship attractor effective causes ship to heat.

I guess I'm going to stop here, hope Frontier is going to look at this post, feel free to give your opinion about my suggestions ^^
 
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You wouldn't be using 'clips' for this, I think the word you want is 'shells' or 'ammunition'. Clips are outdated precursors to conventional magazines used in modern weapons.
 

Aigaion

Banned
You wouldn't be using 'clips' for this, I think the word you want is 'shells' or 'ammunition'. Clips are outdated precursors to conventional magazines used in modern weapons.

Edited, and sorry about that, english is not my main language :)
 
Nice, though I doubt radioactive ammunition would be allowed to us civilians. You could go with corrosive warheads (probably illegal too), but would eat away at the hull for a DoT :)
 

Aigaion

Banned
Nice, though I doubt radioactive ammunition would be allowed to us civilians. You could go with corrosive warheads (probably illegal too), but would eat away at the hull for a DoT :)

I agree, actually I did use the term radioactive to not match too much with EVE Online, althrough it was my inspiration about that, beacous if I remember good, this ammo type was corrosive in EVE. But I totally agree with you :)
 
And then you would need a set of different armors to defend against each ammo type. I get you are trying to make things more interesting but I can't really believe that this would ever be used in RL, all it will do is add another level of confusion and give people another load of things to whine about needing buffing or nerfing. Unless it is going to improve the game play I don't see any reason for this and as you will never know what other players are going to be mounting how can you decide what to mount.
 

Aigaion

Banned
And then you would need a set of different armors to defend against each ammo type. I get you are trying to make things more interesting but I can't really believe that this would ever be used in RL, all it will do is add another level of confusion and give people another load of things to whine about needing buffing or nerfing. Unless it is going to improve the game play I don't see any reason for this and as you will never know what other players are going to be mounting how can you decide what to mount.

You are right, but I still believe this could give a new set of possibilities to combat and make it way more interesting, I see this from the perspective of a commander flying a big ship with multiple weapons mounted, and so multiple possibilities. And yes, this would also need a new set of defensive hulls, modules and stuff like that, but I bet it would be great !
 
Hello people !

Again, I would like to start a discussion about some ideas I have about the futur or Elite Dangerous. Again, please be free to argument and discuss about it, I hope Frontier will take a look at it :). Please note that I try to be the most balanced possible to not be gamebreaking. Enjoy your read :)

So first of all, some changes about ammo.

Armor Piercing Ammo :

Smaller and faster ammunitions than the regular ones, can pierce through the hull to damage modules faster than the regular type ammo.

Radioactive Ammo :

Big and radioactive shell. Doesn't cause much damages at impact, but applies a DoT (Damage over Time) that damages hull, no effet on modules. Also weakens hull by melting, causing other damage sources to deal more damages. Ineffective against shields

Explosive shells :

Huge shells equiped with explosive heads. Slow rate of fire, but respectable damages to hull, low piercing due to volatile damages. Ineffective against shields.

DCA shells :

High volatile explosive shells, causes area damages to several ships, ineffective against shields. Low piercing. Very effective against small ships.

EM Missiles (credits to potsmoker) :

Standard missiles with an EM head remplacing the explosive head. Very effective against shields. Ineffective against hull but hitting an unshielded ship can cause electronics to jam and awkward behavior (FSD not working, weapons shoot randomly, power distributor playing crazy).

Incendiary missile (Hot missile) :

Small, very hot missile with track assist to guide to targets. Ineffective against shields, low damages to hull but causes targeted ship to heat quicker. Also makes launcher's ship to heat.

Warheads (credits to %OnePercent%) :

Huge warhead (C4 only) mounted with a nuclear charge. Launch causes an energy consumption spike that leaves the ship without energy for 5 seconds. Slow warhead but causes terrible damages to ships. His low speed and his size make the warhead trackable by sensors to give pilotes a chance to intercept it and take it down during travel


Now let's go to some ideas about modules :)

FSD Scrambler :

Prevents target from using FSD reactor. Requires to keep the target in line-of-sight to scramble, keeping the scramble effective causes ship to heat. Using the scrambler against a target already trying to activate his FSD does not interrupt it but makes only the activation time longer.

Field Attractor :

Module used to attract objects like minerals or commodities floating in space directly into your cargo scoop.

Ship Attractor :

Module used to attract other ships and preventing them from escaping. Requires to keep the target in line-of-sight, keeping the Ship attractor effective causes ship to heat.

I guess I'm going to stop here, hope Frontier is going to look at this post, feel free to give your opinion about my suggestions ^^

None of these are bad ideas but I'm not sure they add much to the gameplay, I'd rather FD put effort into the core gameplay e.g. persistent NPCs/background sim/emergent mission etc than yet more types of weaponry. As it is many of the weapons are of marginal use (frag cannons anyone ?).

IOW id rather have more interesting and varied reasons to shoot things, rather than more ways to shoot things.
 
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Aigaion

Banned
None of these are bad ideas but I'm not sure they add much to the gameplay, I'd rather FD put effort into the core gameplay e.g. persistent NPCs/background sim/emergent mission etc than yet more types of weaponry. As it is many of the weapons are of marginal use (frag cannons anyone ?).

IOW id rather have more interesting and varied reasons to shoot things, rather than more ways to shoot things.

True, you are right about that, I was just suggesting things for the future ^^
 
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