utilae wrote:Basic and Advanced Energy should be combined into just energy.
Why? Why should all energy weapons be lumped into one category? The majority of weapons in the game will probably be energy, because energy allows for the most flexibility. To lump all energy weapons into one category would be limiting their potential. I would prefer to have at least three if not four different energy categories, but most people seem to be in favor of one or two. If I have to choose between the those, I pick two.
How can you lump subspace disruptor into the same category as lasers? They function in completely different ways. Lasers do heat damage while subspace disruptors tear at the fabric of space-time itself.
Disclamer: The previous sentence was completely invented in my head and has no basis in reality. I made it up for purposes of the game and to show the difference between subspace disruptors and lasers.
utilae wrote:Explosive CAN be combined with another type.
Okay, you're right. I just remembered Sonic Charges from Star Wars.
utilae wrote:I think a broaeder type is need for these. I think these should go under 'living' or something wierd.
Corrosive weapons may not necesarily be in delivery containers. They could be a cloud of space fairing nanaites that can wear down shields as well.
I was thinking of adding another weapon deliver type, Mines. Both the energy spores and the shield attacking nannites should be included in this category. Mines could have energy or kinetic weapons mounted on them or include little ninnite clouds. To effect shield though, they would need to have microscopic energy weapons since matter doesn't effect the shields because it moves to slow. If matter will effect shields, then the nannites would be kamikazies and ram into the shields causing immediate damage and not corrosive. Corrosive should be, IMO, be limited to weapons that eat at the hull of a ship. If all weapons and all weapon types can function in the same way, why have multiple types?
miu wrote:Or spitted by some nasty organic thing.. sprouting corrosive clouds be interesting way to mine areas.
Mine category of course. but would count as corrosive and only do damage to armor/hulls.
PowerCrazy wrote:So bascially your counter system breaks down into, 5? types of damages. But one is not actually a damage type, wouldn't explosive be unrelated to the damge type but be factored in with other stuff.
I'm not sure how to deal with explosive damage. Why is it different than kinetics?
So your asking how a block of C4 and a machine gun are different? Explosive damage is caused over a larger area than any other damage type. I don't know. I guess its something that needs to be thought about.
PowerCrazy wrote:It looks like you have your armors are Good against 2 things, and Bad against 2 things, then normal against one.
That was an example as I clearly state. It could be good against 1 bad against 2, good against 3 bad against 2, however we want to make it. That's the beauty of Zpock's resistance suggestion.
PowerCrazy wrote:Shields will have to be approached in a similiar manner as Armor, so we will need to be able to rebalance some of our weapons to deal with shields. IMO the best way to do this is to add weapon effects onto each weapon, that will behave differently when fired at shields.
Otherwise they should just act as a buffer with a %dmg reduction and a dmg threshold and maybe a rechage rate.
Shields are approached in a similar manner as armor so I don't know why you are bringing this up and I have no clue why weapons would need to be rebalanced to deal with shields. You need to explain the adding effects to deal with shields. Shields could work as only a buffer or they could stop all damage until they run out. I honestly don't see how weapons would need to be changed to deal with them differently.
PowerCrazy wrote:I assume everyone is makeing those assumptions. Because it is quite possible to make Hit Points fairly constant throughout the game, but just increase damage reduction of armors, and to increase the penetration of weapons.
You assume correctly, at least on my part. I don't think hit points should be constant though. They should increase throughout the game. It makes the new weapon or armor seem more important when it can deal or take more damage instead of just increasing or decreasing penetration, which should be a mod for weapons.
200 and still a Wyrm!?! I don't want to be a Wyrm anymore. I've been a Wyrm for 100 posts now.