Weapon idea.

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posted on October 24th, 2010, 9:33 am
Idk if this has been said i scrolled through it for the most part but what if you made  a statonary "subspace distress beacon" in wich you would treat as a fighter carrier of sorts the ships could warp in and patrol around it for 30-60 seconds based on the chasis size but its your baby, hope thats the input you were asking for  :thumbsup:
posted on October 24th, 2010, 9:55 am
Dominus_Noctis wrote:EDIT: of course, what you could do to get around this is make a replace weapon giving the ship a very low defensive value, and an extremely high regeneration rate for the time being. Yes, it's unrealistic, but it will get around this issue.


wouldnt that mean that the shields bar fluctuates wildly lol, that would look weird.
posted on October 24th, 2010, 2:41 pm
Myles wrote:wouldnt that mean that the shields bar fluctuates wildly lol, that would look weird.

It would, but it would be a 'fix'  :blush:
posted on October 24th, 2010, 7:07 pm
casper289 wrote:Idk if this has been said i scrolled through it for the most part but what if you made  a statonary "subspace distress beacon" in wich you would treat as a fighter carrier of sorts the ships could warp in and patrol around it for 30-60 seconds based on the chasis size but its your baby, hope thats the input you were asking for  :thumbsup:


Yeah, I was trying to decide weather it would deploy a beacon and the allied ships would patrol an area, or if they would come and guard the ship itself.  I'm still not sure yet.

given the nature of the weapon, it might be better if they came and guarded the ship, but then again, maybe it could be used to help guard other ships too.

Then again...you could go and drop a beacon in an enemy base and have them just attack the enemy there...  that could be an exploit.

more thoughts on the weapon will help guys. :sweatdrop:
posted on October 26th, 2010, 1:03 am
Ugh, well its prooving to be a rea; pain to get it to do anything other than what is already done in the game with the feds, and I'm considering giving up on the warp deal. 

Are there any other weapon ideas, keeping in mind this ship is massive, and is a command ship? :blush:
posted on October 26th, 2010, 5:32 am
Dude, if it's just concepts you want I'll give you a ton but I can't guarantee any of them are what you want/can do:

Subspace Domination: all enemy ships in an area around the ship get 10% movement penalty.  Meaning that nobody can run from the federation!  And nobody can kill them as they run away...

Shield Harmony: Toggle between internal and external focus.  Internal focus doubles Excalibur's shield regen rate.  External focus increases nearby allied ships' shield regen by 20% of Excalibur's rate.  So it doesn't stack with existing regen abilities but makes all friendly ships a bit harder to kill.

Alpha Strike: For 1 second all nearby ships have their range increased to artillery (or higher if possible)  So it allows each ship to get one volley off at a distant enemy.  If it's possible, you could make it so each ship gets the bonus until they fire to make sure it's exactly one volley.

Juggernaut Mode: An adaptation of what you were talking about earlier.  Defensive value reduced by 1/2, and gains a 50% resistance to all weapons.  Since its attack/defense ratio changed, it'll be targeted by the enemy fleet but with the resists, its EHP (Effective HP) stays the same.  Also, its effective HP regeneration is doubled without making any changes to system value.

Fleet Beacon: the Excalibur can be designated as a waypoint for starports.  Each new ship built from the starport will warp straight to the Excalibur.

Sanctuary Beacon: the Excalibur can drop one or more "Sanctuary beacons."  Upon activation, the Sanctuary Beacon teleports the Excalibur and all friendly ships nearby to its location.  Alternate: the Excalibur can teleport ships to itself and the Sanctuary Beacon can only teleport the Excalibur.

Retaliator: For 10 seconds, the Excalibur fires a free phaser shot at every enemy that fires on it.  Alternate: the effect is permanent but each shot consumes energy.

Energy Dominator: using technology taken from the Borg, every enemy ship within artillery range loses all of its special energy.

Energy Wave: every friendly ship within artillery range is set to 100% special energy.  Alternate: combine with Energy Dominator.

Stand Together: every friendly ship within artillery range gets an attack speed and shield regeneration bonus, equal to 1% times the number of ships that receive the bonus.
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