These are just concepts.
HUD changes:
1, display module damage on the right of the hud
2, only display landing gear/cargo scoop/mass lock when active on the right screen
3, enlarge targeted target on scanner,
4, pips become 3 arrows, when more pips are in, more arrows on that side.
5, On [YOUR SHIP] 3d model, display damaged /disabled module as red, flash fsd red when supercharging/supercharged
6, Fuel scooping hud change, heat on left and fuel on right, similar to fsd interdiction but much bigger
7, Add (targeting) on turreted weapon when given fire command but not firing.
8, add reloading progress bar.
9, hide top left and right panel when no incoming message and alerts
Weapons concept
1, flares launcher concept
launch flares to disrupt missiles/ heat seeking projectile, force gimballed/ turreted weapon lock on the flares instead of the ship which launched the flares. Launched flares' HP drop rapidly, 6 seconds to 0%
Flares duration 6s
Flares reload time 15-20s
2, emp shock cannon weapon concept
minimum class 2, short range (200-500m), consume high weapon power and generate large amount of heat. need to hold fire button for 5 seconds before firing (similar to rail guns)
2.1, concept 1: reboot all target ship's module all module reboot at same speed, (1-3 seconds), shield will remain at the same percentage as before emp strike
2.2, concept 2: disrupt random modules, damage all modules by 5-15%, reboot random module, shield will remain at the same percentage as before emp strike
3,Plasma repeaters/phasers repeaters on ship concept
In the elite dangerous trailer there is a weapon on anaconda that goes pew pew pew, but all we get is multi cannon, can we get that pew pew pew?
Projectile no magazine weapon, gimbaled and fixed only, distributor draw same/higher than beam lasers. High damage, no reload, super fast projectile speed.
Think of it as mini rapid fire plasma accelerator.
range 2500-3500m, higher fire rate compared to multi cannons.
power draw much higher than multi cannons
that's it for me today, o7 cmdrs
HUD changes:
1, display module damage on the right of the hud
2, only display landing gear/cargo scoop/mass lock when active on the right screen
3, enlarge targeted target on scanner,
4, pips become 3 arrows, when more pips are in, more arrows on that side.
5, On [YOUR SHIP] 3d model, display damaged /disabled module as red, flash fsd red when supercharging/supercharged
6, Fuel scooping hud change, heat on left and fuel on right, similar to fsd interdiction but much bigger
7, Add (targeting) on turreted weapon when given fire command but not firing.
8, add reloading progress bar.
9, hide top left and right panel when no incoming message and alerts
Weapons concept
1, flares launcher concept
launch flares to disrupt missiles/ heat seeking projectile, force gimballed/ turreted weapon lock on the flares instead of the ship which launched the flares. Launched flares' HP drop rapidly, 6 seconds to 0%
Flares duration 6s
Flares reload time 15-20s
2, emp shock cannon weapon concept
minimum class 2, short range (200-500m), consume high weapon power and generate large amount of heat. need to hold fire button for 5 seconds before firing (similar to rail guns)
2.1, concept 1: reboot all target ship's module all module reboot at same speed, (1-3 seconds), shield will remain at the same percentage as before emp strike
2.2, concept 2: disrupt random modules, damage all modules by 5-15%, reboot random module, shield will remain at the same percentage as before emp strike
3,Plasma repeaters/phasers repeaters on ship concept
In the elite dangerous trailer there is a weapon on anaconda that goes pew pew pew, but all we get is multi cannon, can we get that pew pew pew?
Projectile no magazine weapon, gimbaled and fixed only, distributor draw same/higher than beam lasers. High damage, no reload, super fast projectile speed.
Think of it as mini rapid fire plasma accelerator.
range 2500-3500m, higher fire rate compared to multi cannons.
power draw much higher than multi cannons
that's it for me today, o7 cmdrs
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