Post by Skade on Jun 12, 2016 1:57:07 GMT
with the introduction of the hanger, which I found disappointing, I've been trying to think up a new super weapon room (5 bars of energy to run, 5x2 room size).
the Magnetic Accelerator Coil gun, or MAC gun.
MAC guns use large electromagnets to fling huge slugs at incredible speeds, but they take a long time to charge their capacitors before firing. in this game I would equate that to direct hull damage (similar to what a penetrator missile does), instant hit (no travel delay like missiles have) and a fire rate of 20 seconds. upgraded versions of the room could get it down to maybe 15 seconds per round.
shields would not be effective at stopping a MAC slug. engines would be the counter but would only have half of the percent to dodge that they would for a missile. if you have 40% chance to dodge a missile, you have only 20% chance to dodge a MAC slug.
armor still has full effect.
could even have heavier versions of slugs to research in the lab.
the last thing that would need to be balanced is how much damage each shot would do. I want it to do around 2 hp of damage per shot.
3min divided by 20sec = 9shots X 2 hp = 18 total possible damage per round.
most of my battles don't last over two minutes so I wouldn't cause the full 18 hp of damage, also armor would reduce this damage further as would any misses from an engine dodge.
some poor developer that is better at math would have to balance it for me. I'm just an idea man.
the Magnetic Accelerator Coil gun, or MAC gun.
MAC guns use large electromagnets to fling huge slugs at incredible speeds, but they take a long time to charge their capacitors before firing. in this game I would equate that to direct hull damage (similar to what a penetrator missile does), instant hit (no travel delay like missiles have) and a fire rate of 20 seconds. upgraded versions of the room could get it down to maybe 15 seconds per round.
shields would not be effective at stopping a MAC slug. engines would be the counter but would only have half of the percent to dodge that they would for a missile. if you have 40% chance to dodge a missile, you have only 20% chance to dodge a MAC slug.
armor still has full effect.
could even have heavier versions of slugs to research in the lab.
the last thing that would need to be balanced is how much damage each shot would do. I want it to do around 2 hp of damage per shot.
3min divided by 20sec = 9shots X 2 hp = 18 total possible damage per round.
most of my battles don't last over two minutes so I wouldn't cause the full 18 hp of damage, also armor would reduce this damage further as would any misses from an engine dodge.
some poor developer that is better at math would have to balance it for me. I'm just an idea man.