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  #1  
Old January 8th, 2003, 08:19 PM

jprevott jprevott is offline
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Default Re: New Weapon Concepts

Quote:
Originally posted by Atrocities:
2. Planet Driver
Weapon that irradiates a planet making it uninhabitable for 20 turns.

A different take on Planet Driver. Anyway to turn a small moon into a weapon. Mount some engines on it ( alot of engines) add some explosives maybe (though the kinetic energy should dwarf any explosives), perhaps even defenses to fight off the inevitable counterattacks as the moon hurtles towards its intended target. Thinking this thing could warp also (And take a lot of damage before being destroyed maybe even have a crew). A really big rock with sufficient speed could devestate a planet. If not a moon, how about a gravity slide that would pick up large asteroids (from an asteroid field of cousre) and fling them at the enemy. Probably not through a warp point though. Depends on how you think a warp point works. As just a conduit or as something you have to navigate.

"We can throw rocks." Mike the Computer from the "Moon is a Harsh Mistress"
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  #2  
Old January 8th, 2003, 08:21 PM
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Ruatha Ruatha is offline
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Default Re: New Weapon Concepts

Quote:
Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.

Slick.
I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though?
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  #3  
Old January 8th, 2003, 08:39 PM
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Asmala Asmala is offline
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Default Re: New Weapon Concepts

Quote:
Originally posted by Ruatha:
quote:
Originally posted by Slick:
From SFB really, but maybe make some weapons that have a "myopic zone" where the damage is 0 at close ranges (i.e 0 0 0 50 40 30 20 10 0 ...) Makes a ship good for ranged attacks but vulnerable to a point blank attack.

Slick.
I like that one, maybe 0 0 0 10 20 30 40 30 20 10 0 0 though?
These are nice ideas and them won't unbalance the game if weapon size, cost and damage are thought carefully.
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Old January 8th, 2003, 09:16 PM
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Default Re: New Weapon Concepts

Vampire beam: it reduces the supply of the targeted ship and adds this supply to the attacking ship. However this is useful only in the early game until quantum reactors are used.

Freeze torpedo: immobilizes target for the time of that combat (without destroying the engines).

Genesis device (as mentioned in the corresponding topic): first destroys everything in a system but then creates a random standard system.
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Old January 8th, 2003, 09:33 PM
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Default Re: New Weapon Concepts

What about illusion component? Makes the fleet twice or several times (depending upon level) as big for the enemy to see. Scary!
Ships may pop as baloons of course but anyway...
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  #6  
Old January 8th, 2003, 09:45 PM
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Ruatha Ruatha is offline
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Default Re: New Weapon Concepts

Quote:
Originally posted by Q:
Vampire beam: it reduces the supply of the targeted ship and adds this supply to the attacking ship. However this is useful only in the early game until quantum reactors are used.
What if they also make damage to supply components (Reserve supply pods, solar panels and quantum reactors), such as engine damagaing weapons and shield damaging weapons etc.
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  #7  
Old January 8th, 2003, 09:56 PM
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Default Re: New Weapon Concepts

Chameleon device (Existed in a add-on for VGA planets).
Makes your ship appear as anothjer ship, of another race.
So you can make your transports seem to be a battleship from another neighbour. Or make your battleship look like a colonizer! Nasty surprise when they attack it with an escort!
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