Normal weapons as launchers.

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F50
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What about having normal weapons and below loadable as launchers for an extra fee? That is, by normal I mean not dual, alternating, or omni. Perhaps only V and below. Perhaps entirely new weapons like, launcher-mounted particle cannon and such. But why not?
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Fossaman
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I would vote for a useable item called a 'launcher mount adapter' that you could use on weapons to convert them into a launcher. Have maybe three different levels of them, and you need one of higher than or equal level to your weapon to work.

I almost never use launchers, so this would be a nice way to let me use the shift key for something.
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Sponge
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Great idea. I like Fossa's ad on, too. I'm also gunning for a rotating turret usable item that will convert a weapon into an omni or at least partially omni weapon.
F50
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I would prefer some additional restrictions:

Type I:

lvl V and below "regular" (non dual, alternating or omni) weapons with lvl II and below dual/alternating weapons allowed.

Type II: lvl VII and below "regular" weapons with lvl IV dual/alternating, and lvl II omni allowed.

Type III: lvl IX and below "regular" weapons with lvl VII dual/alternating, and lvl V omni allowed.

Type IV (rare): lvl VII weapons allowed (all).

I like partial omni turret in 20, 45, and 90 degree versions.
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Fossaman
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Eh, that sounds too complicated to me. You can achieve the same effect by holding down the 'w' key, why not add an item that lets you do it? You still need to worry about power usage, etc. These would be replacing a regular launcher, also. You can still deal ponderous amounts of damage, just using a different damage type.

Alternately, base the adapter on the weight of the weapon. Some weapons are extremely light, like the Qianlong and Ares archcannons, though. Not sure how that would work out.
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OddBob
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Sounds like what you rally want may be to be able to fire all your equipped weapons at once. I wonder as to how much this would unbalance the game?

Although I would like it - in addition to making the Wolfen a more viable candidate it would possibly fix the "armor problem".

The "armor problem" is that armor is weak. Who here doesn't run when their shields go down? Unless you've only got a few licks left to get in, that red flashing is your cue to get the heck out of there. Armor is maybe 20% of your defenses instead of the half you'd think it would be.

The reason as to this weakness? Simple. Enemy ships use the same equipment you do (as they should). Strong armor avaiable for the player makes enemies harder to kill (most enemies don't have shields). At least I think this is the armor problem.

Stronger weapons on the player's part (because enemies can already fire al their weapons at once) would allow armor all around to be boosted.

Clearly not a simple undertaking by any means, but what do you think?
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Fossaman
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You state the problem eloquently.

It seems to me that it would be pretty simple to experiment with this; Create a custom enhancer that doesn't take up any device slots, but applies to all damage types. Double or triple the strength of the player's weapons, and the hit points of armor. Or even just go through and add a zero, if you're feeling lazy.

However, I still like the original idea in this thread: I usually have two or three weapons installed on my ship; a main weapon, typically laser, particle or ion based, and one or more 'purpose' weapons, for taking out enemies that are resistant to my main damage type, or cracking bases, etc. If I could take that main weapon and set it as a launcher, I wouldn't have to fumble with the 'w' key in the middle of a firefight to switch between them.

Addendum: Isn't there a thread floating around these forums (or possibly the UTF) containing discussion of the armor problem? I seem to recall hearing about it before. It died out, but there has to be a way to rebalance armor so it's as important as shields.
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F50
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Which is why I use the easily available carbide carapace. Enough armor to spare a few hp. I am also being forced to use the Trenton field generator in my current game, so armor is my defense against most weapons. The benefit to a launcher adapter, I think, is to have a longish range *ammoless* launcher so you can waste shots instead of having to be careful with limited amounts of expensive ammo. It is also only two installed weapons, not all of them at once (I usually have 3 primary weapons and a launcher).
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you'll need a new shield to take on the incryom
F50
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It's not a shield that I'm worried about. I will wait out the QSD shells and my armor should be able to take the hits for the time of battle. My trouble is getting a weapon to defeat the Iocrym. I might just make an exception for the QAC and use that. If there is some other way to get the GoS I might be able to do something. But mostly I suppose I will just get to that point and then figure something out.
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(name here) wrote:you'll need a new shield to take on the incryom
The what now? :P

Down with the Incryom!!! :twisted:
F50
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done.
OddBob
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I'm curious: how often do you switch weapons in general? Do you hold "w" or press it rapidly (for the same effect without using a keypress).

If I'm bombarding I press "w" rapidly (a few times a second, or once right after firing, I use slow weapons generally, so if I fire my first howitzer, and hit w the second fires immediately after and then after the second one fires again I hit w again to fire the first a second time) and fire all weapons at once - I find that it more or less almost balances itself - I had two howitzers installed last game and while a howitzer double tap will stop almost anything in it's tracks if not outright destroy it, it's so much recoil you can't thrust against it. With energy weapons it overload your reactor pretty quick.

In general combat I normally just use one weapon to focus on maneuvers but if I'm setting up lines of fire for offscreen enemies I will use all weapons.

Also if using an omniweapons with a powerful non omni as second weapon (omnilaser plus howitzer is a fav combo of mine) whenever I get an opportunity shot (an enemy drifts in front of me) I press "w" twice to squeeze off a round at him.
F50
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nice idea for a rapid-fire howitzer. What ship do you play? The wolfen's thrust might be able to hold off a pair of howitzers.
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Sapphire in that particular game. The wolfen has more thrust but it's lighter and can get flung around fairly good, so it may balance out, but I don't fly Wolfens much.

You can thrust against two in a Sapphire, kind of. I did it with a fast Mark I and a normal Mark III. Four shots form this combo will bring you to a stop, and it's hard to keep the lateral motion you accumulate in check if you're not firing just straight ahead. So if you thrust straight ahead you'll kind of leapfrog, which actually isn't bad as it makes you hard to hit, but you go a lot slower and burn fuel.

More mass actually helps a lot - The freighter full up is a nice stable platform for howitzers.

Sometimes when I use a howitzer I carry around some heavy worthless things like damaged armor plates as ballast so the ship is steadier when bombarding - when things get too hot adn you need to maneuver you can just ditch them and pick them up later, or leave them if you find some loot or don't feel like going back.
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