I came up with a new weapon idea last night. I have to put this in bugs and brainstorms because it can't be implemented by mod (I'm 98% sure.)
Anyway, my idea is to have weapons that must be charged up to fire. You would hold down to space bar and the weapon draws all the power from the reactor (possibly making it so you can't steer), then you release the space bar and get power back. The next time you hit the space bar the weapon fires.
The weapon's damage would be related to the time you charge it and reactor power. For example, it would have 20 damage if charged for 4 seconds with a 100MW reactor. WMD would have to be something like 1 at 15, 2 at 25, 3 at 50, 4 at 100, 5 at 150, and 7 at 250.
I think the damage type would be decided by which one you buy.
This would have to be some kind of new weapon code type that George would have to make. But I think it would be a fun addition.
Thoughts and comments?
Charge up weapons
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- Commonwealth Pilot
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sounds interesting, some points.
It (at least to me) would probably fire when spacebar is released, perhaps have a modifier to control that, this is out of modding abilities.
does it kill shields or just use extra power? code cannot "draw power", just use fuel.
i know it's not the same, but i have a charging type weapon using the shipcomp mod, it starts charging based on reactor power, adding points every two seconds, which are then used to fire a shot, and repeat if enough points are available, the bigger the reactor the more shots per charging cycle.
problem: this does not account for target movement or movement of the player's ship, making it very inaccurate against anything other than stations, the omni helps some. still, it is not fired with the normal fire button and depends on the ship.
again not the same, but perhaps a capacitor weapon that gets 4 shots per charge, and has a super fast firerate. it's kind of similar, but the charging is automatic, and the multiple shots simulate increasing in strength.
It (at least to me) would probably fire when spacebar is released, perhaps have a modifier to control that, this is out of modding abilities.
does it kill shields or just use extra power? code cannot "draw power", just use fuel.
i know it's not the same, but i have a charging type weapon using the shipcomp mod, it starts charging based on reactor power, adding points every two seconds, which are then used to fire a shot, and repeat if enough points are available, the bigger the reactor the more shots per charging cycle.
problem: this does not account for target movement or movement of the player's ship, making it very inaccurate against anything other than stations, the omni helps some. still, it is not fired with the normal fire button and depends on the ship.
again not the same, but perhaps a capacitor weapon that gets 4 shots per charge, and has a super fast firerate. it's kind of similar, but the charging is automatic, and the multiple shots simulate increasing in strength.
- Arisaya
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D: george really needs to add that onFire event for weapons...Atarlost wrote:This, like most other nifty but unworkable weapon ideas, just needs a builtin event trigger when a weapon is fired.
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