You do see Federal Naval vessels and Imperial Naval vessels about, in addition to the System Authority vessels
The only difference is the Naval vessels lack any livery, but have similar load outs -> interdictors but lack KWS and the same weapons
Conversely that doesn't counter your point, a civy could have a 1911, a police a 1911, a soldier a 1911, but the soldier could have other toys too
My point exactly. Also you have no way of checking if a military vessel has a weapon that is superior to the commertial ones (for example, a military pulse laser that is 20% more heat efficient than what you can buy)You do see Federal Naval vessels and Imperial Naval vessels about, in addition to the System Authority vessels
The only difference is the Naval vessels lack any livery, but have similar load outs -> interdictors but lack KWS and the same weapons
Conversely that doesn't counter your point, a civy could have a 1911, a police a 1911, a soldier a 1911, but the soldier could have other toys too
While there are disreputable arms dealers in the world/Milky way/Galaxy.....there will always be underground markets for operators who wish to purchase or steal Military hardware. I am a Midshipman...not a high enough rank to maybe get hold of a Federal Corvette through legal shipyards even with the high credits price it will cost, although through rank progression I think you should be able to end up at an officers rank that is high enough to purchase nearly everything to nukes, though excluding bio-warfare from reputable dealers. There should also be a route to gain/buy/steal Military weapons through the ''underworld'' I feel too, especially since not every player would wish to gain rank within a faction just to gain Military weapons/modules.
Since the invention of rules to keep heavy weapons out of the hands of civilians many hundreds of years ago to stop rebellions, there has also been a number of civilians who would actively stockpile large quantities of Military weapons because of mistrust of their government or just the ability to sell them for vastly over-inflated prices to people who the government would rather not own them......I do not see this changing in the next 1000 years, simply because of the greed of man or any other alien race that has an economy to run.
The pom pom is in fact the direct predecesor of the QF 40mm BOFORSWhen Sandro was talking about a 'boom boom' sound and gun action I think he was thinking more of the British WW2 'pom pom' I have to admit it's an awesome sound. I can just see it mounted on a python or a conda, and on a Vulture it'd be :O
[video]https://youtu.be/6KsXYK_CNoQ[/url]
Hello Commander Kaeldian!
The only issue with a multiple barrel/weapon setup up is that I suspect the idea behind it would be to effectively increase the fire rate of the platform, which would possibly make the weapon more comparable to a very large multi-cannon.
What I find attractive about these weapons is that they potentially fit a role between cannons and multi-cannons and could feel reasonable different to both.
Of course, I've no problem with a weapon that happens to feature multiple barrels, as long as the overall fire rate could retain a paced, signature "boom, boom, boom, boom" feel.
Im wondering if it would be possible to introduce Autocannons for C3-C4 hardpoints
Large multicannons were dropped because they were unbalanced, and i think large caliber machine guns would be "unrealistic"
but given that multicanons in game represent AA and historically, machine guns were surpassed by autocannons such as the 40mm BOFORS
What i propose:
C3 autocannons -similar properties as C2 (regular) cannon but
-with a 5 round burst fire (similar to burst laser - full burst is fired in rapid succession)
-worse accuracy than C3 cannon (as in wider projectile spread)
- much higher muzzle velocity + comparatively higher armor penetration
- much lower damage/shot potential (although burst damage should be similar to one C3 cannon shot)
- better target tracking for turreted/gimbaled mounts (faster weapon turn rate / better target acquisition)
it could even use the C2 cannon model with minor modifications such as an added reloading mechanism with ammo-boxes to fill up the large hardpoint´s space
C3 class could look something like this
View attachment 24117
and for C4 something similar to this would be perfect
View attachment 24115
similar proposals:
https://forums.frontier.co.uk/showthread.php?t=131610&p=2015529#post2015529
Well at least we have the C3 gimballed cannon in the game now, Thanks Devs!
Thanx, just wanted to make sure you are not being sarcasticYes... check the High Tech systems to find them 1.3 million....
View attachment 25262
Thinking outside the box, what if you could buy some sort of module that could combine 2x cannons and turn them into an auto cannon? eg You've got 2x cannons on 2 hardpoints, you buy this new module and it turns your two cannons into auto cannons. Ditto if you've got 4x cannons on 4 hardpoints, buy a more expensive module and they all sync together for an autocannon featuring your four cannons. 2x would have a slower fire rate, 4x a faster one. The reload time of your cannons wouldn't change, so that would dictate the fire rate.
While I agree in theory that the Auto cannon is needed to fill a slot between said cannon and multi cannons. I would still prefer to see the procedural weapon/module code to be worked on rather than just ''plugging the gaps'' in the current ships weapon selection. This would effectively add hundreds perhaps thousands of variations of weapon/module that would encompass Alien technology too I feel. To have some items in the galaxy that feel rare, they have to be rare, when the current variety is available to me fairly easily because there is a fixed amount of starter weapons/modules that all I need is credits and a couple of hours to search for them, it leaves me thinking the only true way to add depth to the ships load-outs is to put the time into the code for the procedural system......just my ramblings.
I've mentioned it elsewhere on these forums and on Steam, that I feel this game would benefit greatly from a Borderlands style procedurally generated weapon mechanic, using a few distinct manufacturers with certain qualities, similar to what the ships have. So you might get a budget manufacturer with low reliability, a military grade manufacturer (like the Lance & Ferman military laser from the old game), an exotic technology manufacturer, and so on. Depending on systems you visit, and who controls them, their culture or allegience, you can buy different manufacturer items. Those might have different pros and cons modifiers to a standard type, more or less like in Borderlands, but changed to apply to this game effectively.
Apparently a loot system is being looked at, it's on the radar though we don't know if in active development yet. it's needed not just for weapon balance and variety, but as a reward incentive on the mission system, tied into Powers and faction rewards, tied into potential housing or ship exterior customization, etc. It's sort of a lynchpin that's needed to enable the game to go in a number of different directions. I hope we start hearing about this soon.
First, im flying the Federal Dropship