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Projects & Development => GORF => Hall of Fame => Topic started by: Freeza-CII on August 09, 2006, 04:56:15 PM

Title: New Weapons
Post by: Freeza-CII on August 09, 2006, 04:56:15 PM
These are just Ideas for new weapons.

Ok First the Chaingun
(http://www.freeza.outpostuniverse.net/images/model-shots/Vulcan.jpg)

The Chain Gun a classic in most games FPS mostly.  This weapon uses the old school chemical combustion method to propell solid slugs of tungsten (not lead its to soft).  So use on the armor of OP2/3 it would have little penetration and alot of concussion.

Big Magnum
(http://www.freeza.outpostuniverse.net/images/model-shots/Big-Magnum.jpg)

Big Magnum Basicly a really big rifle lol. Slow firing because of the big shells its basicly a tank killer using Sabot rounds to rip though armor.  Alot of penetration.

The Plasma Thrower (NOT A DAMN FLAME TANK PEOPLE)
(http://www.freeza.outpostuniverse.net/images/model-shots/Plasma-Chucker.jpg)

The Plasma Thrower.  Not like a flame thrower it fire balls of super hot Hydrogen but use of magentism.  A very slow firing weapon but if some thing that hot hit ya you would know it.

My Famous NOG (COLD CANNON)
(http://www.freeza.outpostuniverse.net/images/model-shots/Cold-Cannon(NOG).jpg)

The Famous NOG.  Origionally a weapon i dreamed up for eden to counter the sticky.  Only to have it shoot down in the name of keepy plymouth the only one with 2 weapons that can stop vecs.  Fires a dual canister grenade which on impact spreads a thick viscous oil which is then frozen by the nitrogen cloud released quickly after.  A complex tech is why I thought it should be edens.

The PPC (partical projection cannon)
(http://www.freeza.outpostuniverse.net/images/model-shots/Particle-Projection-Cannon.jpg)

The PPC.  Any one that has had any thing to do with Mechwarrior or Battle Tech will know this weapon.  Its a big slow f***er of a weapon.  Fires this blue ball of particals.  Mostly its a slow moving energy blast but magically in the form of a ball not a coheriant beam.

The ELF (Electron Flux Cannon)
(http://www.freeza.outpostuniverse.net/images/model-shots/ELF.jpg)

The ELF.  Basicly its like the thor.  Which means it wont be used because you know one lightning weapon is good enough but i put it up here any way.
Title: New Weapons
Post by: Betaray on August 09, 2006, 05:28:24 PM
put'em all togather and what do ya got?

um.. a really weard looking thing
Title: New Weapons
Post by: CK9 on August 09, 2006, 07:48:43 PM
*puts them all on a very large chasis and chases beta around*
Title: New Weapons
Post by: Tramis on August 10, 2006, 12:28:35 AM
Maybe rename the PPC, and the ELF as well.   Yes, I played Cyberstorm too.  For those of you that didn't, it was like a really light Thor that can penetrate shields really well but not do as much damage - that may be a way to diffrentiate between ELF and TH :P  and I prefered the Pipe Organ over the vulcan, it was overall a more hitech, OP2ish idea, but perhaps we could use both...
Title: New Weapons
Post by: Freeza-CII on August 10, 2006, 01:03:24 AM
The Elf was used in Earth Seige.  a game made by Dynamix.  It basicly ripped through the hercs.  The Elf in Cyber storm was different but then you couldnt see it.  The only difference with the Elf and Thor was that the Thor is one shot at a time and the Elf was a constant stream till the weapons capacitor went dry which was pretty quick.  Which is why it could slice through things.  If any thing it wasnt no Lite weight thors hammer

The Pipe organ seems a little out there for one reason.  The pipe organ would be able to launch so much s*** into the air at a constant rate. that it would destroy some thing faster then a thors hammer.  To put it short it would be a moving wall of projectiles that Neo couldnt dodge.

The Vulcan would be a competitor with the Laser and Micro because yes it is lite weight.  And it could destroy things it just takes some shots to do it like the laser and Micro.
Title: New Weapons
Post by: dm-horus on August 10, 2006, 04:57:36 PM
lol PPC. damn mechhead freeza!
Title: New Weapons
Post by: Betaray on August 10, 2006, 06:27:42 PM
lol I like your description of the pipe organ, thats what I designed it to do lol
Title: New Weapons
Post by: Freeza-CII on August 10, 2006, 09:22:06 PM
Ya i know beta.  But it really doesnt seem like a fair weapon lol.
Title: New Weapons
Post by: Tramis on August 11, 2006, 02:34:21 AM
Well it has that crazy rate of fire, but it really wouldn't do that much damage, its just bullets against heavy armor plus the barrels would overheat like crazy meaning itd have to spend some downtime after a certain amount of firing.

And I never played Earthsiege, just Cyberstorm, and the Elfs never did nearly as much damage as the other guns - but it completely ignored shields.
Title: New Weapons
Post by: Freeza-CII on August 11, 2006, 05:16:34 AM
UM it would do massive damage for one reason  WE ARENT FIRING LEAD BULLETS.  IT could be just about any thing coming out of that barrel rockets bullets made from Tungsten RPGs if it comes from a tube that gun could fire it.  The Damage this weapon can do is INSANE.  Imagen for every second your vec is hit with not one but THOUSANDS of projectiles.  And the Cooling problem has been thought of hasnt it beta thats why there were so many barrels cooling and loading pretty much at the same time.  The Pipe Organ would be one of the most FEARed weapons.  TOday there is a weapon already like it METAL STORM.  Fired like 10000 rounds of 9mm bullets in 1 sec.  Scale that out to a tank killer shell.   get the drift.
Title: New Weapons
Post by: Tramis on August 11, 2006, 11:55:57 PM
Yes, but consider - they can't fire RPGs or rockets or tungsten bullets because of simple logistics.  The insane ROF would fire more RPGs in one minute than they fired in the entire war on New Terra, and they simply can't mass-produce rockets on that scale, on a battle-to-battle basis.  They would be restricted to using simple, cheap-to-produce ammunition that wouldn't be very powerful.
Title: New Weapons
Post by: Freeza-CII on August 12, 2006, 02:59:14 AM
Uh Arent you just being a BIT to literal there.  Even so If they can crank out units like that then it doesnt matter about what they can produce.  Tungsten would be very easy.  And RPGs forget about it those are simple as well.
Title: New Weapons
Post by: CK9 on August 12, 2006, 03:01:52 AM
explosive shells...
Title: New Weapons
Post by: Freeza-CII on August 12, 2006, 02:41:11 PM
exactly CK9

But now imagen like 60 of these big ass shells every second in a endless chain of destruction that would make the thors hammer green with envy
Title: New Weapons
Post by: Betaray on August 12, 2006, 02:54:48 PM
when I designed it, I assumed it would fire rounds very simmiler to the rounds currently fired by metal storm, basicly just regular bullits with powder behind them being held in the barrel (casteless) fired electronicly in a rapid sequence

current versions of metal storm fire 9mm rounds, basicly the same bullitt in a pistol, but because of the extreme rate of fire and amount of projectiles, it is able to penatrate tank armor quite easily, the pipe organ is just basicly a weapon that can sustain that high rate of fire for long periods of time, hence why it would be superuber lol
Title: New Weapons
Post by: Tramis on August 13, 2006, 10:07:48 AM
Okay... -_-


I still think it would be kewl if we could work it in there somehow without being superuber.
Title: New Weapons
Post by: Freeza-CII on August 13, 2006, 03:52:43 PM
the pipe organ is the pipe organ its just to powerful for games.  They have a version of metal storm that fires impact grenades.
Title: New Weapons
Post by: BlackBox on August 13, 2006, 04:10:46 PM
What about something like shotgun shells? Each tube fires a projectile similar to a shotgun shell which sprays shot all over.

This is more economical to produce, and the material wouldn't have to be that refined (if they're just to cause lots of concussion damage it could be rocks sitting on the ground for that matter).
Title: New Weapons
Post by: Freeza-CII on August 13, 2006, 04:23:39 PM
The problem with shotgun shells is it fires round bbs heheh those dont do very much to armor.  Give that there are Slugs for shot guns it just becomes a very big pistol.  Then you have Sabot Rounds which pretty much go right thought armor on kenetic power alone.
Title: New Weapons
Post by: BlackBox on August 13, 2006, 05:29:18 PM
Yeah, that is a good point.

Maybe just firing explosive rounds would do the trick.
Title: New Weapons
Post by: Arklon on August 13, 2006, 06:22:53 PM
(http://www.freeza.outpostuniverse.net/images/model-shots/Pipe-Organ.jpg)
Pipe Organ. Maybe you can see why it's too good to be in the game.
Title: New Weapons
Post by: Betaray on August 13, 2006, 07:23:22 PM
only the top half of the barrels (probably only 8) would be visable as the turret, the rest would be inside the vec itself

I dont think shotgun shells would work because of the nature of the way it fires, the rounds are stacked end over end in the barrel without any barriers, so that the compressive force from the round infrount of it exploding would probably fuse the pellets togather

it wouldnt need anything along the lines of granades or high explosives, the sheer number of rounds it would fire would produce more than enough damage, I know that they have built versions with higher caliber and with high explosive shells (http://www.metalstorm.com/) but I doubt the loading system would be able to handle the shock and weight from loading and fireing such a projectile (it wouldnt load 1 at a time, the loader loads a stack of about 50 at a time for each barrel, seeing that 8 barrels at a time would be in various stages of being loaded at any one time, thats pretty taxing)

I dont know, its a game, mabe the small caliber will redeam it and allow it to be used in game, although like I said, the sheer number of projectiles would be a problem

also, a tip for rendering, instead of trying to show every bullit it fires, mabe just have a grey cloud comming from the weapon when it fires, it would save on processing power and be more realistic (it is basicly makeing a lead cloud after all)

and for your viewing pleasure http://video.google.com/videoplay?docid=17...tal+storm&hl=en (http://video.google.com/videoplay?docid=1718181876422009808&q=metal+storm&hl=en)

think about that, but constant
Title: New Weapons
Post by: CK9 on August 13, 2006, 07:44:53 PM
mil-15...explosive shell shotgun...

I say, let's make it a rock launcher, major concussion damage, even to armor
Title: New Weapons
Post by: Tramis on August 15, 2006, 12:12:44 AM
Betaray, that vid really put this s*** into perspective for me.  As of right now, my vote is against the Pipe Organ 0_0
Title: New Weapons
Post by: Betaray on August 15, 2006, 12:00:11 PM
I wondered when people would grasp just how powerful my idea would be lol
Title: New Weapons
Post by: Freeza-CII on August 15, 2006, 03:24:52 PM
i like how people dont listen to me.

Shot gun style shells wouldnt work because the spent shell has to be ejected.  If there was a shell that would basicly go away some how after fireing it then a shotgun style shell would work.  At best your looking at Solid projectiles Lead Tungsten Depleated Uranium Sabot rounds.  Or your Explosive rounds like RPG or some thing like a artillery shell.  But at the rate this thing can fire it would devastate any thing in its path.
Title: New Weapons
Post by: Freeza-CII on August 17, 2006, 03:44:23 AM
Now i have heard nothing but the god damn PIPE ORGAN this and PIPE ORGAN that.  What about the other weapons.
Title: New Weapons
Post by: Sirbomber on August 17, 2006, 08:04:59 AM
How about a cutting laser thing with not a lot of damage but 0 cooldown?
Or did you mean talk about YOUR weapons? In which case I can delete this or something.

I don't think there should be chainguns or shotguns. This isn't Doom, people.
Title: New Weapons
Post by: Betaray on August 17, 2006, 10:37:45 AM
I just thought of this laste nite right before I fell asleep (you know when things get all oggaly and your thoughts start acting weird)

biological warfare, basicly it would be a lessor form of blight that would be in the form of a suicide chassis, when it detonates it would releace it roughly the area of a supernova, but if the vec is destroyed the microbe is only releaced in the area of a starflare

why does that matter? I'll get to that, the microbe does not behave like the normal blight we've all been eaten by, for one it would only effect vecs, as it is not strong enough to go against buildings, second, it dosnt continusly expand, after its initional releace any other vecs that come in contact with it will get infected, this infection will disable the drive system and slowly take away hitpoints untill the unit dies, whenin the microbe will spread to another supernova sized area around the newly destroyed vec,

this can be prevented if the infected vecs controller is quick enough to self destruct it, the internal explosion will be enough to destroy the microbe, but normal weapons fire would not

third, the microbe is not permenent, after a set time where it has not come into contact with a vec the microbe will die and the ground would become normal again

also, if you feel like it, there may be a side effect of reshurching this tech, the adv lab may release a version of this microbe, or it may let out the full blown blight, just to keep people on their toes lol

let the shutting down begin!!!
Title: New Weapons
Post by: Freeza-CII on August 17, 2006, 01:47:22 PM
A cutting laser doesnt sound like it would have the range and if revamped for range i dont think it would do much damage or it would be just like the eden laser.

Bio warefare i dont know about that one beta i dont think the colonies would want to risk that.  People make barracades with the this weapons so people couldnt attack.  Or they would rush this weapon just to use it as fast as possible on the nearest son of a b****.
Title: New Weapons
Post by: Tramis on August 18, 2006, 01:10:25 AM
I like the Big Magnum though...maybe it could be like a sniper of some sort
Title: New Weapons
Post by: Freeza-CII on August 18, 2006, 01:26:02 AM
That was the idea with Big Magnum a Line of site weapon with Extreem range.  Basicly it would be a one shot one kill on a lynx and its reload would be slow do to the size of the bullet it would fire.  The gun itself has a Enhanced camera scope.
Title: New Weapons
Post by: Shadowcrystal_SG_CMD on August 19, 2006, 04:19:01 AM
I honestly think that artillary should be implemented into Op3, cause it helps with defense and it is a nice barage of fire before attacking, making the artillary hurt even ur own units will balance out ppl trying to spam the damn thing.
Title: New Weapons
Post by: CK9 on August 20, 2006, 08:12:28 PM
Just do tests on them, and if they are too powerful, take away their ability to auto-attack.  Have the research say something along the lines of "the friend-foe sensors seem to malfunction on this weapon" and have it manual attack computers.
Title: New Weapons
Post by: Betaray on August 20, 2006, 09:25:58 PM
well for real life artilary they need an advance spotter so mabe you could have it so they can only shoot at something within range of, say a scout (with upgrades scouts may have some sort of sensor jamming system, so other units wont shoot it unless it gets too close)

that way you could say that the scout is feeding targeting data to the artilery, and it cant be used to bombard a base because even with jamming there is no way the person would not notise a scout driving around in their base (and if they didnt thats their own fault and they deserve to have 500 bound shells to rain on their cc lol)
Title: New Weapons
Post by: Freeza-CII on August 20, 2006, 10:57:18 PM
(http://www.freeza.outpostuniverse.net/images/model-shots/Puma-Artillery.jpg)

how about some thing like that
Title: New Weapons
Post by: BlackBox on August 21, 2006, 07:03:09 AM
Arklon: deleted your post.. posting only to comment about 'excess blue space' doesn't add anything to the discussion..
---

Yeah, spotters would be useful to limit the amount of force they could put out with these things.

Another idea would be Radar trucks. For example some of the earlier SAM missiles that the Soviets used didn't have built in guidance systems. They relied on a radar truck that was away from the launcher itself, which provided targeting information. If the radar truck was destroyed the missile launcher would effectively be rendered useless until a new radar truck could be used.

Furthermore the SAM sites themselves were pretty hard to move around (the radar trucks could be moved but they had to be close enough to the SAM site to provide targetting). Perhaps make it something that can only be moved once before deployment, perhaps a vehicle like the Robo Miner.

See http://en.wikipedia.org/wiki/SA-3_Goa (http://en.wikipedia.org/wiki/SA-3_Goa) for pictures of the SA-3 launcher, scroll near the bottom to see the radar trucks.

Basically I'm reminded of how the Meteor Defense needs to have an Observatory otherwise it's useless really.
Title: New Weapons
Post by: Freeza-CII on August 21, 2006, 02:19:42 PM
SAM Surface to Air Missile

Would be good for Air units.  But a SSM would be better.  How ever a SSM was used in C&C
Title: New Weapons
Post by: Tramis on August 21, 2006, 09:39:44 PM
SSMs and SAMs sucked in C&C, and I remember at one point it was said that there would be only 1 air unit - unless this has changed.  If this air unit is noncombat, which would make the most sense given their turret technology, then there is no need for a SAM.

I like the radar trucks/artillery idea as well as the scouts as spotters idea.  The question is, what kind of artillery could be used so as to make it more OP2ish and less C&Cish.  I propose a sort of long-range laser beam which cannot be used except if it has both a Scout spotter and a so-called "Radar Truck".  It would require LOS, and would be so large it would only be used on a Tiger, and as a single turret, not to mention it would be extremely expensive.  However, when both the spotter and the radar truck are in place, it has pinpoint accuracy and can destroy many vehicles in a single hit - really only a Tiger or a fully-upgraded Panther would be able to take more than one or two.  However, again, it would be very expensive and have an incredibly low ROF.  This would be a sniper unit

This Radar Truck could be as simple as a new kind of noncombat turret that would be nothing more than extensive targeting equipment relays.  This could be mounted on existing combat vehicles, and in addition to enabling the use of the "Long Range Laser of Doom", it might increase accuracy for nearby units.  It would need a Scout as a spotter for the LRLoD, because the target is outside the Radar Truck's range.

Proposed Names for the LRLoD:
Turbolaser
Overbeam

Proposed Names for the Radar Truck:
Sensor Array
Targeting Relay
Title: New Weapons
Post by: Freeza-CII on August 22, 2006, 12:10:26 AM
Lasers are line of sight unless its so powerful it can blast though the damn ground.  How about a Radar Tower like a light tower on a radar and doesnt emit light.  This would make a moving artillery immpossible with out building more radar posts.

I would think a laser used for targeting would be called a targeting laser.

As for styles of Artillery.  I know some people are like praying there is THORS HAMMER OWNAGE SHELLS.  Shells would be Explosive contact and Explosive Air.  The shells wouldnt be landing every where and lasers firing all over the place be a little practical people.  The shell is small your not going to fit any kind of equipment in it other then explosive or other simple ordenance like Sticky foam Explosive (pretty much a small star flare explosion) Acid cloud and ESG.

Why does this have to fit on a Tiger we arent limited to the 3 chassis.  My Puma Artillery is a extended version of my Rail Tiger.  The shells are bigger and would have a great spreading effect for the esg and acid.

I thought about a EMP Shell and it would basicly come down to it being used like the EMP missile for some people.  Which is to much.  
Title: New Weapons
Post by: gamerscd0 on August 22, 2006, 05:13:48 AM
humm i decided i would post and let all of u know that the op3 dev team is looking at these posts so keep up the posting :) :)  :op2:  
Title: New Weapons
Post by: croxis on August 23, 2006, 07:51:27 PM
Another idea that could supplement the radar unit is that it improves accuracy (assuming its a mechanic) and/or reduces the area damage effect on friendly units form things like thor or acid cloud.
Title: New Weapons
Post by: Freeza-CII on August 23, 2006, 09:41:25 PM
Well basicly that is how they would fire at ther targets anyway with a Dopper style range finder or a laser range finder and possibly a visual system.  Its not like there just guessing lol.   This thing about accuracy seems to only be needed in FPS style games.  only Thing that op3 needs is a percentage of misfires.
Title: New Weapons
Post by: croxis on August 23, 2006, 10:59:56 PM
Isn't misfire the same thing as accuracy?
Title: New Weapons
Post by: Freeza-CII on August 23, 2006, 11:28:36 PM
80% true hit with a 20% misfire for like a thors hammer. very simple.  You could say that is 80% accurate fire.  Making things hit more i think would be very bad and saying accuracy makes it sound like a sniper rifle with a scope.  Because nothing is 100% accurate and nothing should be.
Title: New Weapons
Post by: Betaray on August 23, 2006, 11:39:59 PM
I like a combat system like with eve, where turrets have a tracking speed and a targeting resolution

so basicly if a unit is moveing sideways accross a vec the turret would have to turn to compensate, the further out the less the turret would have to turn, but the smaller the target radius, but if the vec is close the radius is big, but it has a high transversal velocity so some turrets may not be able to keep up

meaning each turret would have its own "goldelocks zone" where the vec is close enough that it can hit with near perfect accuracy, and also fasr enough away that it can track it
Title: New Weapons
Post by: Freeza-CII on August 24, 2006, 12:32:06 AM
Weapons like Microwave and Laser are instant touch there wouldnt be any compensation of leading of the target.  Weapons that would have lag time to them like the ESG EMP RPG and STICKY would have to lead because they all seem to be rocket propelled.  The Thors Hammer would most likely be instant hit it wouldnt need any either.  How ever i think that add to much realism
Title: New Weapons
Post by: croxis on August 24, 2006, 01:14:00 PM
Realism in and of itself is not bad -- realism that damages gameplay is.

Also when I think of misfires I think of a car engine =Þ  Accuracy would probably be the more accurate (yuck yuck) term.

As much as I love Eve (ISS FTW!) there is a risk that it would be overkill if all of the weapon elements (accuracy fall off, etc) were included.  In Eve you only have to worry about your avatar so these more complicated elements are more manageable, but controlling a bunch of units would make things a bit too complicated for the player.

Freeze is right in that energy weapons would be instant while projectiles would have a speed.  Regardless, if a bad guy unit can go around faster than your turrets can spin they wouldn't be able to lock on an fire, regardless of being energy or projectile.

I think we all agree there needs to be accuracy/misfire and that it should eb kept simple, but I think some things can influence it a bit to make combat mor fun and tactical.  The smaller the absolute size of the unit, the harder it is to hit, and just be kept at that.
Title: New Weapons
Post by: Tramis on August 24, 2006, 06:28:05 PM
I think that regardless of what other games do, if a weapon takes a while to take careful aim on a stationary target, it should hit 100% of the time.  There should be an option to have the unit take 1-2 seconds, which would then increase its accuracy.  This could be explained as it "reprocessing targeting data" or something.
Title: New Weapons
Post by: Skydock Command on September 16, 2006, 09:52:09 AM
The pipe organ would compleatly take over the game. Imagine, some guy make 50 pipe organ tigers and storms a base. About 20seconds later the base is dust.
Title: New Weapons
Post by: Freeza-CII on September 16, 2006, 02:42:25 PM
Uh ya if you read we pretty much written off the Pipe organ as the wet dream of a mad man (HEHEHE BETARAY)
Title: New Weapons
Post by: Skydock Command on September 16, 2006, 03:02:58 PM
Right I forgot about that when I sent the post. I looked at the weapons again and I think that the Electron Flux Cannon is preaty good.
Title: New Weapons
Post by: Rags on November 06, 2006, 10:50:15 AM
umm I don't know if anyone has realised this but weapons utilising metal projectiles ie firearms like chainguns/machineguns or any type of gun is subject to the gravity and atmosphere of the planet on which they are being used. A bullet might just fall down straight on a planet like jupiter while it would move with a high velocity on pluto. Unless of course we are not being so technical about it, then it doesn't really matter

But I would steer away from such weapons and stick to energy based types. Maybe a lightsaber based tank or something? no maybe not..........
Title: New Weapons
Post by: Freeza-CII on November 06, 2006, 01:15:19 PM
No colony would ever be on a gas giant or any planet with such a heavy gravity and pluto is too small.

The RPG EMP ACID CLOUD STICK FOAM Are all NON energy weapons that have a Balistical trajectory.  Rail gun isnt a energy weapon either but its speed makes it a line of sight weapon.

Weapons like Chainguns and more convential weapons like single barrel longer range rifled guns.  Solid projectile chemically propelled weapons are effective and would be alot cheaper to make then a laser.  But in the fairness of the game i would say they would cost close or the same what there counter parts would.  Some thing like the Pipe organ would destroy all and wouldnt ever be in the game.
Title: New Weapons
Post by: Skydock Command on November 10, 2006, 05:50:00 PM
The biowarfare is interesting. You should go into a little more detail on it. I dont think the flame thing would work.
Title: New Weapons
Post by: Freeza-CII on November 11, 2006, 12:35:52 AM
I dont think any game should ever have nukes or Bio weapons.  Super powerful end all weapons arent wanted.

What Flame thing do you speak of?
Title: New Weapons
Post by: Skydock Command on November 11, 2006, 06:21:33 AM
Sorry its the Plasma Thrower. Looks like a flame thing....

Anyway, wouldnt the plasma just fall or be absorbed by the atmosphere particals? Plasma is the forth state of matter, but isnt it formed by ripping elcetrons of other matter? If so, electrons are easlily absorbed by any other matter, unless procations are taken.  
Title: New Weapons
Post by: White Claw on November 11, 2006, 07:26:16 AM
Yes, plasma contains ionized particles. But that's not all there is to it. Just like any other weapon, environmental effects would limit the range of the weapon. But it's not like it would make it an inch out of the barrel and disappear. That energy is going somewhere in a hurry...

Containment and production inside a vech would be a trickier issue.
Title: New Weapons
Post by: Skydock Command on November 11, 2006, 07:35:44 AM
Containment isnt that hard depending on the quality and type of plasma. Weapons Grid plasma is hard to contain. VERY hard to contain. It would be hard to produse it as well in side the vehical. It would be like tring to light a match while its in its box closed up exept for one or two small holes, then hoping that match wont light the rest of them or the box itself.
Title: New Weapons
Post by: Freeza-CII on November 11, 2006, 12:13:54 PM
Well I was thinking of a big ball of burning Alpha Hydrogen that was projected out the barrel using magnets.  But its not like lighting it on fire with a pilot light or a spark thinger.  I was going more along the lines that it was compressed untill it enters a fusion like state.  And as far as i know Fusion cores win over the environment hehehe.  But it would be like firing a small sun or the center of a tokamak.  But i doubt it would be as hot.
Title: New Weapons
Post by: Sirbomber on November 11, 2006, 12:23:19 PM
Let's glue a big metal stick to a Lynx and have it crash into stuff.
Title: New Weapons
Post by: Freeza-CII on November 11, 2006, 12:24:46 PM
lol a ram rod lynx
Title: New Weapons
Post by: Sirbomber on November 11, 2006, 12:36:15 PM
Give a Lynx huge amps and use them to make an earthquake.
Title: New Weapons
Post by: Skydock Command on November 11, 2006, 04:34:36 PM
LOL!!!!

The amps would have to be HUGE. Like Structure Factory sized. The rod thing would break. lol.
 
Title: New Weapons
Post by: White Claw on November 12, 2006, 01:08:22 PM
We should just make the colonists fight hand to hand with swords. (It's just a flesh wound!)  :P  
Title: New Weapons
Post by: Skydock Command on November 12, 2006, 05:36:33 PM
Or a stab in the heart, lol.
Title: New Weapons
Post by: Rags on November 13, 2006, 07:10:16 AM
But the whole reason of using robot controlled tanks is to prevent the loss of human life. There being too few colonists to actually have hand to hand battles.















(I LOVE being literal when other people are joking!!!)
Title: New Weapons
Post by: Rags on November 13, 2006, 07:12:10 AM
But seriosly. How about a mounted ion cannon? or like a satellite which can beam down lasers or shoot emp bombs?
Title: New Weapons
Post by: Freeza-CII on November 13, 2006, 12:13:03 PM
No Orbital weapons platforms
Title: New Weapons
Post by: Arklon on November 13, 2006, 03:28:55 PM
Quote
But seriosly. How about a mounted ion cannon? or like a satellite which can beam down lasers or shoot emp bombs?
007 cliche.
Title: New Weapons
Post by: lordly_dragon on November 13, 2006, 11:27:41 PM
007 cliche

Yeah, and C&C and even USA with their pointless missile shield.Yoda says: Shut down this idea is.


Quote
But the whole reason of using robot controlled tanks is to prevent the loss of human life. There being too few colonists to actually have hand to hand battles.


This is the whole point why this debate about human venturing outside is pointless. IMO just do NOT mention it that human would/should/could/other choice of words go outside.
Title: New Weapons
Post by: Rags on November 15, 2006, 07:01:44 AM
(I LOVE being literal when other people are joking!!!)

my lord perchance you missed that little line at the end of the post.  
Title: New Weapons
Post by: Rags on November 15, 2006, 07:04:00 AM
ok so the ion canon idea was a flop. how a bout camoflaged laser turrets? or mines?
Title: New Weapons
Post by: lordly_dragon on November 15, 2006, 10:50:00 AM
is it a practical joke to state me as a lord (cool btw I like lord but prefer either god or Zeus choice is yours :)). Enyway...I dont have much to say for the current topic until someone bring a freshness on it.
Title: New Weapons
Post by: Sirbomber on November 15, 2006, 02:56:13 PM
Stop double posting Rags.

Orbital doomsday devices are overused, overrated, and always have some incredibly obvious weakness that allows the immediate destruction of said orbital doomsday device. How about an orbital metal stick shooter? You cannot resist the power of the metal stick!!!

I've lost track of what has and hasn't been suggested. How about some kind of energy pulse weapon? It shoots a big (insert color here) ball of light/energy/whatever.

The problem is, that most weapons would essentially be clones of the weapons we already have. Any new projectile weapons would basically be an RPG/Rail Gun clone.
Title: New Weapons
Post by: Freeza-CII on November 15, 2006, 05:36:06 PM
Look at page one damn it damn people dont read the f***ing thread not just the post above yours.
Title: New Weapons
Post by: Sirbomber on November 15, 2006, 05:46:06 PM
Somebody's cranky...
The only thing similar to the magic ball launcher is your cannon, which you say is slow. My magic ball launcher is relatively fast and acts somewhat like a grenade.
Title: New Weapons
Post by: White Claw on November 15, 2006, 07:02:22 PM
I am also in favor of the metal stick. The metal stick rules all...  :ph34r:

All bow before the might of the metal stick in all it's glory. Down shall your foes be thrown before the righteous hath fallen...
Title: New Weapons
Post by: Sirbomber on November 15, 2006, 07:43:18 PM
I don't think you're taking me seriously.

(http://i5.photobucket.com/albums/y197/Sirbomber/BrokenWindows.png)
Title: New Weapons
Post by: Rags on November 15, 2006, 10:04:07 PM
no response to camoflaged laser turrets? and no my lord my mode of addressal is not meant for amusement but only a short form of your nick. Easier to write. Perhaps if you kept it godly_dragon........
Title: New Weapons
Post by: Skydock Command on November 16, 2006, 02:51:12 PM
ALL HAIL THE MIGHTY STICK!!!!

How about a pulse laser cannon. Rapid fire. Low recharge. Low damage, but because of rapid fire, low recharge and medium range, this thing is powerful.
Title: New Weapons
Post by: Skydock Command on November 16, 2006, 06:29:05 PM
How about something that changes the melecular structure of the atmosphere to GREATLY incress the psi in a certain area. Squish the stupid target. lol.

Lynx vs Air at 500,000 psi. Sunday. Be there. lol
Title: New Weapons
Post by: Freeza-CII on November 16, 2006, 07:07:18 PM
Uh What?  The only thing that could change pressure is a shockwave.  Your not going to change a specific colum of air to crush some thing.  That is just a bad idea.

Pulse lasers Rapid and low power i dont see a reason to have these considering the laser/mic both need Heat dissipation to fire faster.
Title: New Weapons
Post by: Chandler on November 16, 2006, 08:13:39 PM
Sonic Tanks! Devastaors? Rofl.... sorry.
Title: New Weapons
Post by: Freeza-CII on November 17, 2006, 01:49:38 AM
I dont like the Idea of sound weapons.  Sound can be reflected easy and it looses its power over range.  Not to mention there isnt much sound is going to do to armor.  the power you would need to make sound damage armor you would be better off firing a laser.
Title: New Weapons
Post by: Skydock Command on November 17, 2006, 08:49:36 AM
If we had more then one solar system and planets and stuff we could make somthing that could cause a supernova in a star.
Title: New Weapons
Post by: Freeza-CII on November 17, 2006, 01:53:35 PM
No.  No more of these END ALL DOOMS DAY WEAPONS!.  They was to survive not blow them selfs up because they dont like the other people.
Title: New Weapons
Post by: lordly_dragon on November 17, 2006, 02:07:55 PM
How about special situation unit. Like a sensor jammer, or guided weapon jammer that can be put as a weapon. Or add some device so you are less likely to be touch (hull down, deploying smoke that screw the aiming) ....or mass driver gun. or special missile ad on you have like two of these. I see two types one that is doing very small amout of damage but spread and other a fair good dmg over 1 unit.


COmment?
Title: New Weapons
Post by: Freeza-CII on November 17, 2006, 03:39:07 PM
Smoke grenades are cool but with the sensors the vecs couldnt hide at all in smoke.  

ECM (Electron Counter Measures) is one way of jamming.

Hull down is just using the terrain.

Mass driver = Rail gun

i am not sure about missiles tho.  I mean if some one can mass emp missile what do you think missiles that can damage buildings would do.  YA YA i know your going to say well its your fault for letting them get that far.  Some times you dont have a choice or they are just fast.
Title: New Weapons
Post by: lordly_dragon on November 17, 2006, 04:30:34 PM
no they are small vehicle carried missile just for combat purpose. they do not do a lot of more of damage than standard weapon (in case of the one that spread do so little damage but to many unit) there is a limited number for each vehicle (2).



Hull down is just using the terrain. you can do  it without using the terrain. by placing a charge bellow your tank its make a hole that you dig into it.

For the smoke it can be made of particle that block wave. They dissipate over time off course ;)!
Title: New Weapons
Post by: Skydock Command on November 17, 2006, 05:31:18 PM
How about a sat that jams sensors so the enemy cant see him or you on the map.
Title: New Weapons
Post by: Sirbomber on November 17, 2006, 09:20:26 PM
Quote
How about a sat that jams sensors so the enemy cant see him or you on the map.
And we can call it a Gap Generator...
Well, I guess we can't always have completely original ideas.
Title: New Weapons
Post by: Freeza-CII on November 17, 2006, 09:38:50 PM
Some thing in orbit really isnt good I dont think it would work.  Its just to damn high up.  ECM can jam sensors but it has a limited range.  ECM basicly blast out static on all frequencies with electronic it does have a effect.  

So lordly you mean a Missile launcher Truck or Half Track.  Carry like 6 or 8 missiles in real life hit from a range of like 100 miles.  Basicly Extended range artillery.  But instead of one powerful shot it fires like a multipul salvo of missiles using the spray and pray method.
Title: New Weapons
Post by: Sirbomber on November 18, 2006, 12:09:58 PM
New Weapon: The Brick Launcher
Our scientists have proposed a new projectile weapon that would make use of the rocky soil of the planet. This new weapon would be cheap and have practically limitless ammo. Our scientists seem especially eager to begin researching and developing this new weapon.

...That's what they tell you in the tech teaser thing. What really happened:

Our scientsits got high again and made another useless piece of crap. This time it's a vacuum cleaner that sucks up dirt and throws it (the dirt) into a machine that makes it (still talking about the dirt) into a brick. What's worse is they broke one of the Scouts we needed for that expedition and glued the sensor onto the top. To top it all off they shoved it onto a Lynx and spent all night shooting bricks at the canyon wall while screaming something about ghost elephant ninjas. The darned thing can't even turn because of the vacuums on the side. You can have fun with the Brick Launcher while I sit here and be ashamed of myself.

(http://i5.photobucket.com/albums/y197/Sirbomber/BrickLauncher.jpg)

A: The turret part
B: The part the bricks come out of
C: Sensor stolen from a Scout
D: Vacuum
E: Useless detail
Title: New Weapons
Post by: Skydock Command on November 18, 2006, 03:56:35 PM
lol. What are they getting high on and how? Its not like they have beer or marawanna or something.
Title: New Weapons
Post by: lordly_dragon on November 18, 2006, 11:18:39 PM
correct spelling is marijuana

@freeza not long range at all. I play with my uncle a table strategie game called centurion. you basicly have platoon of tank and they can send short range missile that spread damage differently on a hull sheet . one that is spreading on a vast portion and the other more deeper. they also can use smoke (prevent direct contact)  and digging charge (to hull down).

You could have two type of missile that is NOT overpowered and not overranged. one that would do minor damage but like to many unit or one that do more damage for one vehicle. THe point is to add a edge start to fight lets say you fire with your weapon and fireing 2 missile afterward you got no missile.

I hate artillery unit.

 
Title: New Weapons
Post by: Freeza-CII on November 19, 2006, 12:59:36 AM
if it so limited why even have it then?
Title: New Weapons
Post by: Skydock Command on November 19, 2006, 05:38:43 AM
You wouldnt. Not unless those few missles had huge side effects on its tagret.
Title: New Weapons
Post by: Rags on November 20, 2006, 09:34:33 AM
instead of having missiles on a vec how about a missile silo with icbms? then we could have a actual missle defense system instead of something meant for asteroids
Title: New Weapons
Post by: Sirbomber on November 20, 2006, 03:31:39 PM
Because the last thing we want is more missiles for people to spam so they can make the game incredibly one-sided.
I think I'd prefer an orbital doomsday device...
At least that way you can vaporize in a spectacular manner instead of just sitting there while missiles bombard your defenseless base.
Title: New Weapons
Post by: White Claw on November 20, 2006, 07:57:23 PM
The object isn't to command and conquer. It's to survive. Survival might mean you need to harrass your opponent and create a slow down in his race to create a viable star ship.

Weapons ideas must be created that conform to this ideology. It is just coincedental that the weapons make a good multiplayer game.

In other words, nukeing your opponent into oblivion might be fun, but it doesn't make sense for a race that's trying to survive from its kin. (Maybe if the Zerg were trying to overrun the planet.)
Title: New Weapons
Post by: Freeza-CII on November 20, 2006, 09:00:28 PM
If you annihillate your enemy you dont have to worry about him and you get more resorces.  Survival by destruction
Title: New Weapons
Post by: Rags on November 21, 2006, 09:44:59 AM
exactly, and who
Quote
instead of just sitting there while missiles bombard your defenseless base.
said anything of having no defense? missile defense system was mentioned. You would prefer an orbital doomsday weapon? what would be the defense against that?

how about cyborgs? something like in terminator? the ability to make robots with lasers instead of arms?
Title: New Weapons
Post by: Freeza-CII on November 21, 2006, 01:56:12 PM
No Arnolds walking around being the govenator.  
Title: New Weapons
Post by: Sirbomber on November 21, 2006, 02:58:20 PM
The defenses against the orbital doomsday device is then 25% chance it has of not working and obliterating your enemy in a spectacular fashion.

And as for missiles, the Meteor Defense is the (lack of) defense.

The Meteor Defense... redfining the art of missing since 2143!
Title: New Weapons
Post by: lordly_dragon on November 21, 2006, 03:09:53 PM
the hull missile could have impact lets say your a laser lynx and drop two TVLG (1 vehicle fair dmg) + your laser blast. This is giving you a head start against the said ennemie. If the ennemie is moving tight packed. Drop a SMLMN(many vehicle lower damage) and again give you a head start. for range SMLMN would have the max range. and TVLG somewehere beetween a laser and a rpg.
Title: New Weapons
Post by: White Claw on November 21, 2006, 08:29:59 PM
hmmmm.... Where is the decoder for all of your acronyms? I'm not familiar...

I thought that people were shying away from the MLRS type systems.
Title: New Weapons
Post by: Rags on November 30, 2006, 05:53:34 AM
I don't really know if this is the right place for this but how about walls which have inbuilt weapons turrets into them? not like a laser turret or anything but like a scorpion turret on top? I think that it will make a better if ineffectual defence. like a turret every 3 squares of wall would be good spacing. Comments??
Title: New Weapons
Post by: Skydock Command on November 30, 2006, 04:15:52 PM
Wasnt that sugested before? I think it was disproved.
Title: New Weapons
Post by: Freeza-CII on November 30, 2006, 09:37:44 PM
there was a simular idea about being able to mount GPs on the walls.  And there was one about having them in the walls.

http://forum.outpostuniverse.net/index.php?showtopic=3032 (http://forum.outpostuniverse.net/index.php?showtopic=3032)
http://forum.outpostuniverse.net/index.php?showtopic=2720 (http://forum.outpostuniverse.net/index.php?showtopic=2720)
http://forum.outpostuniverse.net/index.php?showtopic=3148 (http://forum.outpostuniverse.net/index.php?showtopic=3148)


Any way Orbital Cannons arent need nor are they wanted.
Title: New Weapons
Post by: Rags on December 01, 2006, 08:59:53 AM
Quote
Any way Orbital Cannons arent need nor are they wanted.

where did i mention orbitol cannons in my post?
Title: New Weapons
Post by: Rags on December 01, 2006, 09:03:11 AM
I'm really sorry for double posting but how about landmines? we could have a minelayer vec which could plant them!!!!!
Title: New Weapons
Post by: Freeza-CII on December 01, 2006, 01:28:30 PM
The problem with land mines is if they are permanet, which they usually are, can be spammed  and then you have to wade through them to get to a base.  If there not permanet then they just become a stronger single unit killing ESG.
Title: New Weapons
Post by: Skydock Command on December 01, 2006, 01:58:08 PM
Land mines sound good.
 
Title: New Weapons
Post by: Rags on December 06, 2006, 02:56:42 AM
to counter you could have a landmine remover vec which could say pick up 5 landmines at a time and relocate them as ur own. or as the deactivation vec picks up more lm then it becomes easier to destroy by the opposition. ....... or... if hte lm deactivation vec picks up enough lm then it can become like a supernova and go and explode them at whoever it wants to. So now lm become a double edged sword. I think I balanced that rather well.
Title: New Weapons
Post by: Freeza-CII on December 07, 2006, 10:21:14 PM
You dont Relocate land mines THE GO BOOM lol.  Land mine remove can best be done by a whore of scouts :).  But a New vec would look alot like the Mine removal vecs we have now with the 5 pound hammer flails.
Title: New Weapons
Post by: Skydock Command on December 17, 2006, 06:39:31 PM
How about a prajectial weapon of some kind? Besideds the RPG, pipe organ,....
Title: New Weapons
Post by: Freeza-CII on December 18, 2006, 01:51:12 AM
Sabot Rounds Are pretty common.  But its really no different then a Rail Gun.  There really isnt much for "projectile" weapons that doesnt involve rocket thrust chemical or magnetic propellents.  In the end you really get things that are close to the RPG and Rail Gun.  The Pipe organ is just the Extreem of this.  OP2 has pretty much covered the generic weapons.  Lasers, Projectiles, Rockets, Lightning bolts, Magnetic weapons, Large bombs, Foams, and Acids.  All you could really add but they wouldnt fit in.  Flame or Plasma based throwers.  ION/Partical cannons (tank mounted).  Anti Weapons like ECM(Electronic Counter Measures) to cut off communitcations with tanks making them uncontrollable so they just do what ever there programed to do.  Then the weapons that no one wants.  Nukes.
Title: New Weapons
Post by: White Claw on December 18, 2006, 07:32:19 PM
How about a stealthy unit with the speed of a scout and the armor of a tiger. It could be upgradable to three turrets (so you could have three thor's!) with a couple spider lasers mounted around it for point defense (from spiders). The spider lasers can't be EMP'd (so you could kill spiders if they try to re-program). And when the unit dies, it goes off with the force of like 6 super-novas. It wouldn't be as powerful as a nuke, but sweet...   (thumbsup)

 
Title: New Weapons
Post by: Freeza-CII on December 19, 2006, 12:21:32 AM
I sure hope that is sarcasism
Title: New Weapons
Post by: White Claw on December 19, 2006, 06:55:06 PM
Yeah sorry. I was a bit giddy last night. It was a crappy day. Though today was too, but I'm not so bitter...

Hmmm... How about some sort of weapon that spreads out a field of spikes. The spikes could be something like what you see the cops use across a road when they're trying to stop a car chase.

The spikes could be spread around the perimeter of the base and when a wheeled vech rolls over them, it's tires pop. Really this would just have the effect of slowing down the vech. I suppose you could put a "time limit" on how long the vech is affected (like it has self healing tires or something). <_<  
Title: New Weapons
Post by: Freeza-CII on December 19, 2006, 11:31:02 PM
Since the Vecs are made to take hits from lasers and other such rounds i dont see how a simple spike would get through some thing that is armored plus the Tires have to be thick and big to handle the terrain so spike might be nothing more then a bump plus it really doesnt hurt the vec any.
Title: New Weapons
Post by: Betaray on December 20, 2006, 01:15:42 AM
yea, even today modern military vecs have self sealing tires and built in compressors

interesting idea though
Title: New Weapons
Post by: White Claw on December 20, 2006, 06:59:19 PM
I don't imagine you'd want inflatable tires on a vech that's exposed to extremely low pressures anyway... Just an idea... Perhaps a stickfoam mine. Or EMP mine. Rather than something explosive.
Title: New Weapons
Post by: Freeza-CII on December 21, 2006, 03:10:04 PM
Doesnt make any sence to have those when you can have a Sticky foam that isnt a one time use and it can move.
Title: New Weapons
Post by: Tramis on December 26, 2006, 01:25:28 PM
I believe ESG accomplishes the same thing.
Title: New Weapons
Post by: Rags on December 29, 2006, 01:18:03 PM
maybe we could have a new form of delivery system. Like the emp missile from the spaceport except this is like a missile or explosive which spreads emp mines in a concentrated amount in a fixed radius. that could be very effective. Especially when you want to concentrate on building non emp tanks.  
Title: New Weapons
Post by: Rags on December 29, 2006, 01:22:14 PM
my sincerst apologies for double posting again but I had not read the multiple missile launch topic below in the list. I had come up with this idea by my self and if you read the post it is quite different.
Title: New Weapons
Post by: Freeza-CII on December 29, 2006, 04:36:40 PM
We really dont need more ICBMs
Title: New Weapons
Post by: Rags on January 04, 2007, 11:49:09 AM
It is not a freakin ICBM. Its a harmless delivery system which spreads emp devices in a fixed radius
Title: New Weapons
Post by: Freeza-CII on January 05, 2007, 02:19:16 AM
Its a rocket that flys very high up and comes down. ICBM.  Why do we need another EMP missile.
Title: New Weapons
Post by: Exile on January 08, 2007, 01:06:50 AM
I liked the idea of the chain gun i was thinking about them adding that to OP2 but yeah that works pipe organ looks like it could own a army by itself as for putting long range weapons i'd say no yes it's a fair strat but to many games have them you can own your enemy with a  long range weapon volly and then all his stuff doesn't do much and one thing this game(OP2) always had going for it was there was no way of sweet talking your way out of fighting your enemys army no super weapons just your guns to his guns. have a better combo or whatever or just have a nasty jack in the box for him clean and simple besides some people spam long range weapons true OP3 needs to be diffrent but adding a few other things can do this without throwing the combat out of balance like some things can
Title: New Weapons
Post by: Kurgan on January 10, 2007, 07:24:06 PM
Anyway, on topic... The mine-laying ICBMs. I think this might be a good idea. They'd be rather expensive, moreso than EMP missiles, and they'd be for both sides instead of only one. It works essentially like an ESG, only permanent effect until a vec rolls over it. ESGs are limited in range, and they do not prove to be that effective of a defence, at least in my experience.  <_<
They'd be slightly limited range, instead of infinate so it decreases the likelyhood of being bombarded with even-more-annoying-than-EMP missiles.  :blink:
EMP mines at strategic locations can prove a viable defence in the long run, so can starflare mines at choke-points across the map.
Maybe a scout, or a specialized vec can scan the mines if it gets close enough. Then the specialized vehic or an entirely different vec can come dispose and difuse them.
I think it would be very effective, and even more of a deterent from attacking than a standing defence of Tigers.

 -Kurgan Out.-  :op2:
Title: New Weapons
Post by: Rags on January 13, 2007, 09:59:20 AM
yes absolutely.

Quote
Its a rocket that flys very high up and comes down. ICBM. Why do we need another EMP missile.

you are not trying to understand. Its not a missile wich can be fired anywhere. It would be like a box which when dropped of by a vehicle or fired using air (why not) spreads single use emp mines in a small radius.
Title: New Weapons
Post by: White Claw on January 14, 2007, 09:07:01 PM
Quote
Doesnt make any sence to have those when you can have a Sticky foam that isnt a one time use and it can move.

Well, placing mines could be cheaper than having a standing mass of tanks. They would be useful for slowing down an incomming force so you could relocate your own vechs to meet them.  
Title: New Weapons
Post by: Freeza-CII on January 15, 2007, 02:17:13 PM
Quote
maybe we could have a new form of delivery system. Like the emp missile from the spaceport except this is like a missile or explosive which spreads emp mines in a concentrated amount in a fixed radius. that could be very effective. Especially when you want to concentrate on building non emp tanks.

What the hell is there to understand you said it your self.  From the starport like a emp missile.

The emp missile is harmless till it explodes over head.  Having more Missiles superiority is very very bad.  If you want to EMP some thing with a missile use a emp missile.  EMP mines from a vec It doesnt make any since when you can just emp with right away with a lynx/panther/tiger/emp missile.  ESG dont shut down the vec it hurts them.  There is enough EMP weapons in the game.
Title: New Weapons
Post by: dm-horus on January 15, 2007, 10:08:28 PM
if the EMP mines are persistent and hang around for a while, it might makes things interesting. but i still dont see how you could fit it in the game. i keep noticing alot of C&C ideas working their way in.
Title: New Weapons
Post by: Combine Crusier on January 16, 2007, 08:58:53 AM
I hope I don't upset anyone.
I was thinking of getting plymouth a kind of railgun which is called a gauss cannon
which fires an explosive projectile at over 3x the normal speed of a railgun. This could also be implemented into artillery (if the planet has sufficent gravity). Another form of weapon I'm interested in is acid, I beleive it would challenging to give Eden a form of organic acid capable of destroying anything in a single shot (this is almost like a nanite cannon) The only problem is, is that it's range would be limited due to issues with heat killing the organic components of the acid.

Also some other interesting weapons would be a lava grenade, Sonic Disruptor, pulse laser,and ion cannon, decapitator beam.

Plymouth                                          
Gauss / ROF slow / FP Ultra High / Range Ultra Long
Artillery / ROF very Slow / FP High  / Range Extreme
pulse laser / ROF very Fast / FP light / Range Medium
Ion cannon / ROF Medium / FP Medium / Range Long
decapitator beam / ROF Ultra High / FP Insane / Range Very Long
Eden
Organic Acid Launcher / ROF slow / FP Insane / Range Long
Lava Grenade / ROF very slow / FP Insane / Range Medium
Sonic Disruptor / ROF very slow / FP Very heavy / Short
Title: New Weapons
Post by: Tramis on January 17, 2007, 01:37:25 PM
Artillery is pretty much agreed on that its a bad idea.

Unless...

The main problem with it is ppl spam it like crazy.  So...what if it didn't do damage but instead had some other adverse effect?  I'm talking like, instead of an explosive shell it launched a beacon that jams communications and makes it so you can't give orders or select them.  They DO still carry out any orders they were given beforehand, and they AREN't EMP'd, so they are still combat-capable, you just can't tell them what to do.  If they happen to just be sitting there when they get hit with this, they would automatically run after the beacon dude - out of the range of the beacon, so you can tell them to pull back out, or keep rushing, or whatever.

Or perhaps a stickyfoam artillery, that explodes in the air so it does no damage, but sticky's everything in a wide radius (but less stickyfoam would land on each one so it would be sticky'd for less time)?  Or would these be spam-able too?

Also that decapitator beam is ridiculous.
Title: New Weapons
Post by: Combine Crusier on January 19, 2007, 09:39:42 AM
The decapitator beam is the most powerful and expensive weapon and like the artillery can only be mounted on single gunned platforms. Also it requires a LOT of research! The fact is some of these could be single player only weapons. Also the artillery could be forced to build a temporary structure like a miner to fire but unpack when ordered to.
Title: New Weapons
Post by: Rags on January 19, 2007, 10:32:03 AM
how about something that produces a sound wave that buckles metal, or a bomb like the one jango fett uses in episode2 when obi wan is chasing him and his son throught the asteroid field??
Title: New Weapons
Post by: Tramis on January 19, 2007, 12:28:11 PM
That bomb (i think they called em seismic charges or something) is sexy.  However, I highly doubt it would be good for OP3.  It doesn't fit.

A sound gun is an awesome idea though, and imo fits it pretty well.

And forcing artillery to be immobile while firing doesn't help.  Tiberian Sun proved that.  I still think that if artillery is used at all, it should have be a normal turret but not be something that does damage.  And, the thors hammer is expensive and requires a lot of research, doesnt stop people from spamming that.
Title: New Weapons
Post by: Combine Crusier on January 22, 2007, 08:29:02 AM
Eden get the sonic disruptor which is a sonic weapon.
Title: New Weapons
Post by: White Claw on January 23, 2007, 06:52:01 PM
Any weapon that could possibly be imagined would get spammed. Why wouldn't you build an army of the best units. How frustrated did people get with unit caps. How about frustration with unit caps in Warcraft III? SC? If this game only had Laser/Microwave Lynx, people would mass build those too.  
Title: New Weapons
Post by: Combine Crusier on January 24, 2007, 08:15:04 AM
Please specify your point.
Title: New Weapons
Post by: Rags on January 28, 2007, 10:32:26 AM
Umm could the point possibly be that you can spam with any good weapon that is already there and so it is pointless to exclude weapons from the game on the basis of their "spamability" ??
Title: New Weapons
Post by: White Claw on January 28, 2007, 03:30:01 PM
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Umm could the point possibly be that you can spam with any good weapon that is already there and so it is pointless to exclude weapons from the game on the basis of their "spamability" ??

That's exactly my point. You need to consider several new weapons ideas and then match up ones that balance eachother out. If you only ever consider one weapon at a time, it will always unbalance the game. And if you can think of something that won't cause an imbalance, then there's probably going to be complaints that it's a waste of time to impliment because it doesn't add anything to the game.
Title: New Weapons
Post by: Combine Crusier on January 29, 2007, 08:18:28 AM
What does Spam mean?
Title: New Weapons
Post by: Tramis on January 29, 2007, 09:08:23 AM
Spamming weapons is where you build about 999999999999 of them, and use only that.  Particularly when the unit isn't meant to be used in such numbers, but just in small amounts to bolster your existing forces.  Usually, even with such a focused army with no variety, you still have about a 99% chance of winning.  ie, if I were to build thors hammer tigers and nothing else, and you have a good mixture of ESG, Supernova, RPG etc, u would still have a chance to win, but not a very good one, unless you used some crazyass strategy, and even then itd be tricky.  Spamming weapons detracts from the game a LOT imo.
Title: New Weapons
Post by: White Claw on January 29, 2007, 07:06:27 PM
Perhaps an even better example of spam is the EMP missile. When you build about five or six spaceports, you can continue to rain EMP missiles on a base and ruin they're production capacity and colony management without bothering to attack. The point being that you weren't meant to have that many space ports. But since you're allowed to and it's a viable tactic, why not? Because it's annoying and makes the game un-fun. What's worse is you can build and maintain six spaceports with no more people than it takes to run one. (Just keep the ports with EMP missiles Idle until you need to launch.)

That's why so many people are very vocal against super weapons. Because no matter what you do, a super weapon will become an overly dominant factor in gameplay (more than it was intended). Then you propose to put so many limits on a superweapon that it just becomes pointless. It's a big balancing act...

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Particularly when the unit isn't meant to be used in such numbers, but just in small amounts to bolster your existing forces.
Yeah, I think OP2 was designed for gamebalance in the single player campaign and colony games (which is how I like it). But it has some issues for multi (not that I've played much).
Title: New Weapons
Post by: Chandler on January 29, 2007, 08:08:40 PM
Perhaps a button ALA C&C Generals that is "Limit Spaceports" could be implemented, and perhaps a unit cap (50 tigers?)

Edit: All optional.
Title: New Weapons
Post by: Combine Crusier on January 30, 2007, 08:25:45 AM
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Perhaps a button ALA C&C Generals that is "Limit Spaceports" could be implemented, and perhaps a unit cap (50 tigers?)

Edit: All optional.
I've seen games where the server can choose the limit of units to have why not have a customisable server system like # of lynx, panther Tigers, spaceports, command centers, etc.

Also the weapons I've advised are somewhat even since Eden has a gun that kills anything in one shot at long range while Plymoth has something that kills virtually anything with less than heavy Renforced armor in one shot but has Ultra Long Range. Say perhaps my artillery proposal could be used to fire light flares instead of weapon rounds.

New Weapons plans: Initiating

Eden:
Rocket launcher 8 rack/ Reload Time slow/ FP Medium/ Range Very Long
8 rockets fire until reload required
Heavy Laser/ ROF Medium/ FP Medium/ Range Medium
Enhanced with certain crystals from rare ore
Plasma Shard/ ROF Slow/ FP Very Heavy/ Range Medium
Fires a shard of plasma that punches through armor and fuses to internal systems
Density particle cannon/ ROF Medium/ FP Light/ Medium / Range Long
Fires particles that fuse to hull and increase mass slowing unit down

Plymoth:
Blast Cannon/ ROF slow/ FP Very High/ Range Very Long
Fires SuperNova explosives encased in armor piercing material
Gatling Laser/ ROF High/ FP Light/ Medium/ Range Short
7 barreled
Particle Disruptor/ ROF Medium/ FP Insane/ Range Very Long
Replaces decapitator beam and is still only mountable on single gun platforms
Doesn't need to be unpacked or packed
Fusion gun/ ROF slow/ FP High/ Range Medium
Fires fusion material that creates weaker material when fused with other things
-5% armor effectivness per hit until repaired on target
Magnetic grenade/ ROF Very slow/ FP Ultra High/ Range Short
Used to cover retreats this grenade causes a + reaction to the vehicle crushing parts of it.

 
Title: New Weapons
Post by: Tramis on January 30, 2007, 09:57:35 AM
Cruiser, really, we aren't looking for uber powerful pwn all weaponry.  We want believable, balanced weaponry.  We want things that are fun to watch roll into combat, and it takes all the fun out of playing the game when it all gets blasted to pieces with one shot.  The whole point of a Tiger, and even a Panther is that they can take some heavy punishment, and still keep rolling.  If you can kill anything in one shot, the Tiger suddenly becomes as useful as a Scout with 1 HP.  The entire battle will be fought with Lynx.  The game loses its fun.

Think back to Doom.  If you fought a creature in Doom with one of the weaker weapons, it was a lot more fun and fulfilling at the end of the fight.  Win or lose, you sit back and say, "damn, that was a good fight."  Or, you could just pull the BFG and level him in one shot and say "hmm that was kinda boring."  Sure, the BFG is interesting and fun the first few kills, but after that it begins to lose its charm, because the game isn't really difficult anymore.  Now imagine if you have an army of BFG Tigers.

Any weapon that can kill anything in one shot is just begging to be spammed.  The StarFlare and Supernova are different, they kill the vehicle using it as well.  But we've seen how out of control the game gets with thors hammer tigers.

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Also the weapons I've advised are somewhat even since Eden has a gun that kills anything in one shot at long range while Plymoth has something that kills virtually anything with less than heavy Renforced armor in one shot but has Ultra Long Range.
Even one space longer range is a big deal in Outpost.  If all it takes is one shot to bring it low, it has no chance, particularly if there are many of them, as is ALWAYS the case in outpost, without exception.
Title: New Weapons
Post by: White Claw on January 30, 2007, 07:02:24 PM
Keep in mind that creation of weapons in the novella were mainly for colony defense. Mostly (I believe) the whole thing started as a cold war that blew up when the blight began to spread. The colonies then created weapons to defend the little resources that were left. Plymouth wasn't able to obtain sufficient resources so they began to attack Eden. But the whole point of weapons on both sides is that they are machines fighting machines. The colonies never wanted to kill eachother. They just wanted to build a starship to escape and had to fight to obtain resources.

So weapons that can wipe out buildings and bombard from a distance are fun, but they're not in line with what the colonists would build. Plus they tend to unbalance the game in a dramatic way.

I think things like enhanced lasers or magnetic grenades are well within the technological realm of Edenites and Plymouthers. Plasma weapons might be stretching it a bit.
Title: New Weapons
Post by: Chandler on January 30, 2007, 08:19:27 PM
Remember that both Eden and Plymouth's first weapons, Laser and Microwave, were modified versions of what they already used - Eden used Lasers in their factories, and Plymouth used Microwaves to transfer power from their tokamaks.
Title: New Weapons
Post by: Combine Crusier on January 31, 2007, 08:22:20 AM
If everyone were to use lynx they would out run most of the weapons fire making it interesting. So a lynx with a Fusion gun may miss a lynx with a Heavy laser giving it a chance thus making lynx somewhat useful in offensive ops while tigers could provide long range support since they're slower. So the tigers would be given a support role. Distract enemy forces with lynx and blast with tigers. Dogging bullets is fun to me. Heck I was hopping an over-sized shotgun would be possible.
Title: New Weapons
Post by: White Claw on January 31, 2007, 01:54:22 PM
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Plymouth used Microwaves to transfer power from their tokamaks.

They both use microwaves to transfer power from all generation facilities.  ;)  
Title: New Weapons
Post by: Exile on February 20, 2007, 04:48:48 PM
I think some of his weapons like upgraded laser might be cool with a tad more range. Or have that as a tech way down the road that makes lasers(and microwaves i guess) a bit more useful. As anybody who plays online knows whats you get thors hammer and rail gun. Laser then is thrown out the window as a useless weapon
Title: New Weapons
Post by: Exile on February 20, 2007, 05:04:49 PM
And they are right about uber weapons people use what is powerful but they also abuse that power. If your talking about making super long range weapons then you better make them cost like 70-100k. and then nobody would buy as thats just pointless when you can build 80 thors hammer tigers for that price. so see why nobody will agree for super weapons? either they are to powerful or just cost to much money and then it isn't worth it
Title: New Weapons
Post by: Combine Crusier on February 21, 2007, 09:32:30 AM
Of course the big guns will cost a huge amount, they will also require a large amount of research if added. Also thses weapons are given long range in order for tigers to engadge in support. Hey you just gave me an idea we could make certain weapons lose power as they get fartther away this way you could allow units to possibly survive certain weapons, the thing is this wouldn't effect explosives or grenades but it would effect projectile weapons and some of the less controled energy weapons also heat weapons would be slightly effected. The short range weapons, explosives and grenades would have always maximum effectiveness, lasers since they are heavily focused and instantly lose all power when their range reaches a certain point, if added.

As for missiles you always have the meteor defense system, Hey it may be like killing a fly with an anvil but it works GOOD! I like to watch things be incinerated....
Title: New Weapons
Post by: Rags on April 08, 2007, 05:32:46 AM
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But the whole point of weapons on both sides is that they are machines fighting machines. The colonies never wanted to kill eachother.

Eden built the laser by mining encrypted databases brought from earth (read the novella) Before the blight. Why did eden do that if they never wanted to be able to dominate and have the capabilty of killing plymouth? It couldn't have been resources as there was more than enough for everyone before the blight.

on another note how about making a shield generator or something. Like a building which can protect other building's from certain kinds of attacks like energy weapons but not physical ones.eg rpg, emp??
Title: New Weapons
Post by: Freeza-CII on April 09, 2007, 01:46:42 AM
OK peoples New ideas go in new posts this place is closed for the holidays.