Post news Report RSS Procedural weapons for ships

The next stretch goal is better editors AND procedurally generated weapons I am going to list the base weapons in the game now, and after you read them maybe you guys can give me some ideas of what kinda of ship to ship weapons we could maybe include in the procedural generation. Note in game, the energy weapons will do hull damage, but cannot destroy the target, however they are super effective on shielding. Torpedo aren't effective on shielding but are the only weapon type...

Posted by on

The next stretch goal is better editors AND procedurally generated weapons I am going to list the base weapons in the game now, and after you read them maybe you guys can give me some ideas of what kinda of ship to ship weapons we could maybe include in the procedural generation. Note in game, the energy weapons will do hull damage, but cannot destroy the target, however they are super effective on shielding. Torpedo aren't effective on shielding but are the only weapon type that can finally destroy the target. Hope that makes sense, writing this a bit late in the evening.

Energy Weapons - good on Shielding

1. Beam Weapons (Continuous beam for short time, med range) 2. Energy bolts (rapid fire of many small length beams, long range) 3. Scatter net (Creates expanding ring of energy,provides cover, short range) 4. Vulcan (Fires in direction of ship, Massive amount of fire, long range)

Torpedoes - only thing that can destroy ship core

1. Regular Torpedo (Dumb fires in direction of target, Quick recharge) 2. Homing Torpedo (Locks on and follows target, Can only turn so fast) 3. Drone (follows target, punctures hull multiple times before ending) 4. Barrage (Fires consecutive torpedoes at once)

The idea I am after is to look for weapons that work within the two systems. Look forward to your suggestions.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: