We have 3 types of each kind of damage
Thermal - Pulse, Burst, Beam
Kinetic - Multi, Cannon, Railgun
Explosive - Seeker, Dumbfire, Torpedo
We have a pair of oddities with Kinetic/Thermal
- Plasma
- Mines
Would it not be fun to have some more variations within those that we THEN can engineer.
- Rapid fire pulse laser (lower damage than burst but faster fire rate)
- Burst fire Cannon (Faster projectiles, slightly lower damage, longer cooldown between shots, but fire X3 rounds)
- Burst fire multi-cannon (without being ONE piddly little PP reward weapon)
- Rapid fire plasma accelerators with twice the fire rate but half the damage
- FLAK cannons with a delayed AOE burst when it comes within target proximity instead of an extremely short range shotgun (instead of forward cone damage we get an AOE damage)
- Proximity rockets with limited sensors to explode when within X distance of an object
- Seeker mines that remain dormant until they detect an enemy and use a burst of power to move towards the target at the cost of less overall damage (Smart mines if you will).
And if not weapon variations, why not ammunition to regular kinetic weapons that we purchase to our ship? Sure, they would change the way weapons work in many ways but it would make them far more FUN.
We could even add "ammunition" to lasers by adding focused laser crystals to modify the way the lasers function but the crystals burn out after extended use.
- EXP rounds for multi-cannons and cannons giving them EXP damage and small AOE (completely replacing it's damage)
- Thermal and Kinetic warheads for missiles (Completely replacing it's damage)
- Charged pulse crystals to pulse lasers to make each pulse "explode" on impact converting some thermal damage to EXP.
- Focused beam crystals to give beam lasers an improved armour piercing ability
- Desync burst crystals giving burst lasers causing the individual bursts in a burst laser to fire out of sync, giving it a more auto-firing look and reducing the refire rate between shots.
Thermal - Pulse, Burst, Beam
Kinetic - Multi, Cannon, Railgun
Explosive - Seeker, Dumbfire, Torpedo
We have a pair of oddities with Kinetic/Thermal
- Plasma
- Mines
Would it not be fun to have some more variations within those that we THEN can engineer.
- Rapid fire pulse laser (lower damage than burst but faster fire rate)
- Burst fire Cannon (Faster projectiles, slightly lower damage, longer cooldown between shots, but fire X3 rounds)
- Burst fire multi-cannon (without being ONE piddly little PP reward weapon)
- Rapid fire plasma accelerators with twice the fire rate but half the damage
- FLAK cannons with a delayed AOE burst when it comes within target proximity instead of an extremely short range shotgun (instead of forward cone damage we get an AOE damage)
- Proximity rockets with limited sensors to explode when within X distance of an object
- Seeker mines that remain dormant until they detect an enemy and use a burst of power to move towards the target at the cost of less overall damage (Smart mines if you will).
And if not weapon variations, why not ammunition to regular kinetic weapons that we purchase to our ship? Sure, they would change the way weapons work in many ways but it would make them far more FUN.
We could even add "ammunition" to lasers by adding focused laser crystals to modify the way the lasers function but the crystals burn out after extended use.
- EXP rounds for multi-cannons and cannons giving them EXP damage and small AOE (completely replacing it's damage)
- Thermal and Kinetic warheads for missiles (Completely replacing it's damage)
- Charged pulse crystals to pulse lasers to make each pulse "explode" on impact converting some thermal damage to EXP.
- Focused beam crystals to give beam lasers an improved armour piercing ability
- Desync burst crystals giving burst lasers causing the individual bursts in a burst laser to fire out of sync, giving it a more auto-firing look and reducing the refire rate between shots.
Last edited: