Charging weapons
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- Commonwealth Pilot
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George, in a future release, could we get a charge up time variable/thingy for weapons before firing? as in you push fire, and then it charges, and shoots? as i would very much so like the ability to use such a thing on weapons....
"The world of reality has it's limits, the world of imagination is boundless..."
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- Developer
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Do you mean so that there is a fixed delay between the time you press fire and the time it shoots?
Or do you mean something where you hold down the fire button and the weapon charges until you release?
Or do you mean something where you hold down the fire button and the weapon charges until you release?
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- Commonwealth Pilot
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as in the first option. as in once you press the button there is a delay...and a cool sound effect.....also on a related note, is it possible to add sounds? i managed to get teh game to run with a weapon that was supposed to use a new sound, and had it in the resources folder and all that, but it just used the laser sound instead of mine.....
"The world of reality has it's limits, the world of imagination is boundless..."
Yeah, I'm kinda fed up with "click", "pop" or "woosh". I want to add a more impressive sound.BlackPheonix wrote:also on a related note, is it possible to add sounds? i managed to get teh game to run with a weapon that was supposed to use a new sound, and had it in the resources folder and all that, but it just used the laser sound instead of mine.....
I prefer this option. Have weapons with a variable ROF based on how long you hold the fire button before releasing. "Charge the Wave-Motion gun... Yes SIR!" LOLYugimotomanager wrote:Well, i'd love to see a weapon with the second optionThat would be cool! I'd probably mod a god weapon that takes 1 minute to charge
Effects could vary from increasing the visual brightness and damage, increasing the beamwidth and damage, increasing the chance of armor piercing and damage, increase the spread arc depending on the type of weapon.
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It's a good idea and easier to implement than the second idea. Ultimately I would like to do both, but you'll probably see the first first. [Though no promises on timeline...]BlackPheonix wrote:as in the first option. as in once you press the button there is a delay...and a cool sound effect.....
This should work...post the file if you think there is a bug...BlackPheonix wrote:also on a related note, is it possible to add sounds? i managed to get teh game to run with a weapon that was supposed to use a new sound, and had it in the resources folder and all that, but it just used the laser sound instead of mine.....
I managed to get it to work.
http://www.savefile.com/files.php?fid=2481585
the gun in this mod has a new sound!
http://www.savefile.com/files.php?fid=2481585
the gun in this mod has a new sound!
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- Militia Lieutenant
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[quote="SparcMan] Effects could vary from increasing the visual brightness and damage, increasing the beamwidth and damage, increasing the chance of armor piercing and damage, increase the spread arc depending on the type of weapon.[/quote]
And if you charging to long, capacitators/emitors may explode, destroying your weapon, and damaging ship.
And if you charging to long, capacitators/emitors may explode, destroying your weapon, and damaging ship.

My English, may be poor, but better than yours Czechs.
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Do you chalenge me ? But be nice

Something like this would be good on the more powerful weapons, but on lower level ones I would not expect to see this kind of problem. Maybe it could use the overheat feature. Once the weapon is fully charged, it begins to overheat.Czert wrote:And if you charging to long, capacitators/emitors may explode, destroying your weapon, and damaging ship.
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- Closed Account
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I'd like a weapon with a fairly long charge up time before firing (3-5 seconds) that fires a powerful projectile with randomized movement - like an unstable ball of plasma or something. This would be a relatively inexpensive weapon for it's amount of punch, but would be very limited in use - you'd have to be right on top of the target for it to have a chance to hit it because the object is likely to curve away from where your aiming after it's fired. It would really only be effective for three things.
1. Base Busting - start the firing sequence as you close in on the base, hope you've timed it well enough that you are close enough to the base for the projectile to be likely to hit when it is fired.
2. Big Slow Ships - see #1, except even harder.
3. Destroying Wrecks - when time and range are not an issue, you could use it to conveniently destroy wrecks.
You could even give it variable energy use - have it use a percentage of your reactors energy during the charge period to build up the shot, and the more energy devoted, the more powerful and accurate the shot.
1. Base Busting - start the firing sequence as you close in on the base, hope you've timed it well enough that you are close enough to the base for the projectile to be likely to hit when it is fired.
2. Big Slow Ships - see #1, except even harder.
3. Destroying Wrecks - when time and range are not an issue, you could use it to conveniently destroy wrecks.
You could even give it variable energy use - have it use a percentage of your reactors energy during the charge period to build up the shot, and the more energy devoted, the more powerful and accurate the shot.
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- Commonwealth Pilot
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The specific use i had in-mind was for repeating beam weapons with some Swivel. so they shoot a crapload, But Do very litlle damage each shot. but that plasma weaponsthingy sounds liek it could be a kool gun too...
"The world of reality has it's limits, the world of imagination is boundless..."