Uncle_Hiss
Banned
Preambula:
Hello, fellow pilots. I haven't bought this beautiful game yet, but from watching my friend's play and quite a lot of youtube about Elite Dangerous, I've came up with a suggestion.
I suggest to make weapons upradable with modules and differing ammunition types to suit different playing styles.
For example - a player using Vulture with energy weaponry has a lot of spare energy left, so he may want to somewhat increase the damage of the his weapons and tune them accordingly to his liking.
What I've came up with so far:
1.Armour-piercing and fougasse ammunition for cannons and multicannons.
-Armour-piercing deals much less hull damage, yet more module damage and has better projectile speed (As in real life APCR ammunition can easily pierce the heaviest armor, yet if it didn't hit anything vital, will hardly do much damage).
-Fougasse on the other hand has lots of explosives inside the shell and so may do much larger amounts of damage, while sacrificing AP, module damage (as shrapnel will most likely be stopped even by thin armor) and projectile speed.
-Also, as I have noticed, it is close to impossible to hit the small ship with a lvl 4 cannon which makes it rather useless against the most common enemy type in game. The solution may be in giving this weapon a remotely detonated ammunition (like in the WW2 flak cannons) which will explode into the damaging shrapnel after traveling certain time that is calculated automatically - just like the leading target reticule. This will hardly do much damage, as even on the direct hit, more then half of the shrapnel will travel outwards from the enemy vessel. Though this might give the big ships like Anaconda or Fer de lance an opportunity to actually use their main weapon more frequently.
(This doesent mean that a standard grade munitions must be removed - there is always need for them, there is always need for cheap and balanced ammunition)
2. The same goes to railguns - lighter shells will consume less energy when fired and will charge more rapidly, while doing less damage, and on the other hand, heavier ones will do more damage, at the cost of increased charge time and higher energy drain.
3. Different laser frequencies as a weapon upgrade modules.
-IR laser as the name suggests use the infrared heat frequencies which deal much more heat damage - and in the same time are less effective against the shields (also heat the gun quite rapidly) - this will be helpful for those who are fighting opponents that rely heavily on energy weapons as their already hot ships might catch ablaze after a couple of successful attacks, also - increased hull damage may come in handy in theese situations.
-GR laser, or the graser, use gamma rays instead of normal light. Ionizing radiation emitted by such a weapon will cut through the shields much faster than a standard visible light beam - but such a monstrosity needs a lot more energy to sate, just as a real life gamma ray emitters. As such a weapon will hardly do any heat or physical damage, it's role remains as purely anti-shield, high energy cost weapon.
Hello, fellow pilots. I haven't bought this beautiful game yet, but from watching my friend's play and quite a lot of youtube about Elite Dangerous, I've came up with a suggestion.
I suggest to make weapons upradable with modules and differing ammunition types to suit different playing styles.
For example - a player using Vulture with energy weaponry has a lot of spare energy left, so he may want to somewhat increase the damage of the his weapons and tune them accordingly to his liking.
What I've came up with so far:
1.Armour-piercing and fougasse ammunition for cannons and multicannons.
-Armour-piercing deals much less hull damage, yet more module damage and has better projectile speed (As in real life APCR ammunition can easily pierce the heaviest armor, yet if it didn't hit anything vital, will hardly do much damage).
-Fougasse on the other hand has lots of explosives inside the shell and so may do much larger amounts of damage, while sacrificing AP, module damage (as shrapnel will most likely be stopped even by thin armor) and projectile speed.
-Also, as I have noticed, it is close to impossible to hit the small ship with a lvl 4 cannon which makes it rather useless against the most common enemy type in game. The solution may be in giving this weapon a remotely detonated ammunition (like in the WW2 flak cannons) which will explode into the damaging shrapnel after traveling certain time that is calculated automatically - just like the leading target reticule. This will hardly do much damage, as even on the direct hit, more then half of the shrapnel will travel outwards from the enemy vessel. Though this might give the big ships like Anaconda or Fer de lance an opportunity to actually use their main weapon more frequently.
(This doesent mean that a standard grade munitions must be removed - there is always need for them, there is always need for cheap and balanced ammunition)
2. The same goes to railguns - lighter shells will consume less energy when fired and will charge more rapidly, while doing less damage, and on the other hand, heavier ones will do more damage, at the cost of increased charge time and higher energy drain.
3. Different laser frequencies as a weapon upgrade modules.
-IR laser as the name suggests use the infrared heat frequencies which deal much more heat damage - and in the same time are less effective against the shields (also heat the gun quite rapidly) - this will be helpful for those who are fighting opponents that rely heavily on energy weapons as their already hot ships might catch ablaze after a couple of successful attacks, also - increased hull damage may come in handy in theese situations.
-GR laser, or the graser, use gamma rays instead of normal light. Ionizing radiation emitted by such a weapon will cut through the shields much faster than a standard visible light beam - but such a monstrosity needs a lot more energy to sate, just as a real life gamma ray emitters. As such a weapon will hardly do any heat or physical damage, it's role remains as purely anti-shield, high energy cost weapon.
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