Ideas Requested: New Weapons

Ideas for improving Starport:GE

Moderators: Moleman, Kwijibo, Luna

User avatar
pewpewpew
Posts: 85
Joined: Wed Feb 11, 2009 2:53 am
Location: In mah uber dreamsower, shooting nukes at you by the dozen.

Re: Ideas Requested: New Weapons

Post by pewpewpew » Fri Apr 03, 2009 9:02 pm

Armor wrote:
Chettoes121 wrote:Paint Jobs
::Change Ship Color
::Costs 100,000 Credits
::Purchasable at Starbases
::Offers All Basic Colors
This wouldn't be all that hard to do. Grayscale all the ship images and provide semi-transparent color overlays. I could do it in a day.
Actually, The semi-transparent overplays would be hard to do because you would need to modify the game engine, and cracking toonces' code would be easy to very hard

also, I don't think starport has any use for alpha channels and rather relies on a shade of pink to change into alpha. Game engine modifications needed.

User avatar
Armor
Posts: 373
Joined: Mon Aug 04, 2008 6:54 pm
Location: Not England >: (

Re: Ideas Requested: New Weapons

Post by Armor » Fri Apr 03, 2009 9:18 pm

pewpewpew wrote:
Armor wrote:
Chettoes121 wrote:Paint Jobs
::Change Ship Color
::Costs 100,000 Credits
::Purchasable at Starbases
::Offers All Basic Colors
This wouldn't be all that hard to do. Grayscale all the ship images and provide semi-transparent color overlays. I could do it in a day.
Actually, The semi-transparent overplays would be hard to do because you would need to modify the game engine, and cracking toonces' code would be easy to very hard

also, I don't think starport has any use for alpha channels and rather relies on a shade of pink to change into alpha. Game engine modifications needed.
Of course you'd need to modify the engine, but not in a very invasive way.

And I don't think he uses alpha channels either, as I found out when some of the magenta transparency color remained in windowed mode on the new PC...

User avatar
pewpewpew
Posts: 85
Joined: Wed Feb 11, 2009 2:53 am
Location: In mah uber dreamsower, shooting nukes at you by the dozen.

Re: Ideas Requested: New Weapons

Post by pewpewpew » Fri Apr 03, 2009 10:03 pm

My previous post in more detail

Flamethrower:(yes I know flames in space=fail)
Shoots projectiles about as fast as a seth engine spews out smoke. These projectiles travel for roughly 10 seconds before dissapearing. They travel through spaceships and bounce off everything else, cases damage every second)
Stats:
Damage: 20 per half second per projectile(damage done on initial collision, then done rhythmically per 500milliseconds)
Speed: 3-4 KPS
Energy: 100 per projectile(remember, this runs out fast)
Rate of fire: I think 300 milliseconds
Cost: 100k credits or 500k credits

Magnetic Alarm bolts:
two firing buttons, tab and ctrl+tab. ctrl+tab launches a "beacon" which then emits a field. The beacon sticks to anything it hits for 10 seconds, then self destructs. tab fires the actual bolt, which is just like a normal projectile, except that when it enters a field, it will seek that target. If the beacon self destructs, it again becomes a non-seeking weapon. The bolt is attracted only by beacons launched by the player.
Stats:
Beacon:
Damage:None
Speed:5 kps
energy:300
Rate of fire: (max two beacons) 2 seconds
Field Range: 200 pix diameter
Bolt:
Damage:50
speed:7KPS when non-seeking, 8KPS when seeking
energy:75
rate of fire: 200 milliseconds
Total cost:2 million

User avatar
Vic
Posts: 29
Joined: Mon Nov 17, 2008 1:31 am

Re: Ideas Requested: New Weapons

Post by Vic » Sat Apr 04, 2009 5:05 am

How about quantum torpedoes for the ISC?
These would be auto targeting torps that use less energy to fire than photons but deal less damage and perhaps have a more restricted range.
So instead of ur isc coming equipped with photons you wud be able to choose which torpedoes to fit your isc with at a starbase.
This might make fights more interesting tactically.

User avatar
pewpewpew
Posts: 85
Joined: Wed Feb 11, 2009 2:53 am
Location: In mah uber dreamsower, shooting nukes at you by the dozen.

Re: Ideas Requested: New Weapons

Post by pewpewpew » Sat Apr 04, 2009 3:45 pm

Attatchment= weapon suggestion

weapon suggestion: multi-stage Energy discharge
A charge up weapon. hold down ctrl to charge and it charges 30 energy per second
Once this weapon is used above level 6, no hardware may be used by user for 2 minutes
Also 2 modes

AOE mode:
Stage 1: 1-30 energy. Weak looking thin(3 pixel) bolt does 10 dmg
stage 2: 31-60 energy. Weak looking but slightly thicker bolt does 30 dmg
Stage 3: 61-100 energy Energy bolt (5-8 pixel) does 70 dmg
Stage 4: 101-150 energy Energy bolt with trail doing 170 dmg
Stage 5: 151-200 energy Ball that has slight AOE 300 dmg ( 10 pix radius)
Stage 6: 201-300 energy Ball with good aoe (30 pix radius) 500 dmg
(beyond this level is getting overpowed, feel free to cut it off at level 6 or 7
Stage 7: 301-500 energy Ball with aoe of 70 pix radius, Implodes (sucks in ships within 200 pix radius) at 4 KPS for 2 seconds then explodes(100 pix diameter) 700 dmg
Stage 8: 501-750 energy Ball that tunnels through ships(100 dmg done) till 600 pix away then implodes (500 pix radius) at 6 kps for 7 seconds before exploding(300 pix diameter) at 1300 dmg
Stage 9: 750-1000 energy tiny ball implodes 800 pix radius at 9 kps 13 seconds then explodes 3000 dmg 600 pix diameter,
Stage 10: 1001+Uber omega lazor, 30 pixels wide and 700 pixels long decreases turning by 7DPS doing 2000 dmg per second taking 300 stored energy per second

seek mode:
Stage 1: 1-30 energy. Weak looking thin(3 pixel) bolt does 10 dmg
stage 2: 31-60 energy. Weak looking but slightly thicker bolt does 30 dmg
Stage 3: 61-100 energy Energy bolt (5-8 pixel) does 70 dmg
stage 4: 101-150 energy 2 bolts doing 30 dmg each shot. range of five seconds with 10 dps, 3 thrusting, and 5kps(seeking)
Stage 5: 151-200 energy 3 bolts doing 50 dmg shot. Range of 10 seconds, 40 dps, 6 thrusting, and 7kps(seeking)
Stage 6: 201-300 energy 5 bolts doing 50 dmg shot. Range of 15 seconds, 50 dps, 7 thrusting and 9kps(seeking)Takes 50 target energy
Stage 7: 301-401 energy 9 bolts doing 70 dmg shot Range of 15 seconds, 30 dps, 8 thrusting and 10 kps(seeking)Also hits nukes and other weapons
Stage 8: 401-600 energy 10 bolts doing 80 dmg shot. Range 20 seconds,50 dps, 9 thrusting and 13 kps(seeking)Slows target 20% for 5 seconds(non-accumulative)
Stage 9: 601-800 energy 3 bolts shot doing 30 dmg. Range 10 seconds, 70dps, 8 thrusting and 9 kps(seeking) If hit, spawns two more bolts shooting from player that go 200 pix then loop around and seek player for 10 seconds at 70 dps, 7 thrusting, and 8 kps doing 50 dmg, each of these slows target by 1 kps for 4 seconds( duration accumulative only) and takes an additional 80 shields per hit and sends it flying as a projectile from the target to random areas. Hits by these shots heal 40 sheilds
Stage 10: 801+shoots 10 shots doing 200 dmg per shot, 9dps 12kps 9 thrusting. Each hit sends energy and shields back to the user(1/10 of the amount done )
This disrupts money and sends the target's energy into the negatives. (-400 energy per hit)(1 more projectile launched per 100 energy above 800 stored)

When hit by anything during charging to stage seven and over, dmg will be done to user
Stage 7: 250 dmg
stage 8:500 dmg
stage 9: 750 dmg
stage 10: 1300 dmg

There is a bar that shows how much energy is stored

For safety concerns, the UN has been given the safety frequencies to this weapon, and will broadcast it for temporary use to any ship below a speedster in shield capacity( seeking and splash dont affect ships with less than a 6000 shield max)

Cost: 20 million
Tax per usage:
level 6:15k(aoe mode only)
level 7:50k(aoe mode only)
Level 8:100k
level 9: 500k
level 10: 1 million

User avatar
Unit001
Posts: 68
Joined: Wed Jan 30, 2008 5:53 pm

Re: Ideas Requested: New Weapons

Post by Unit001 » Mon Apr 06, 2009 3:46 am

Vic wrote:How about quantum torpedoes for the ISC?
These would be auto targeting torps that use less energy to fire than photons but deal less damage and perhaps have a more restricted range.
So instead of ur isc coming equipped with photons you wud be able to choose which torpedoes to fit your isc with at a starbase.
This might make fights more interesting tactically.
I like this idea. Perhaps for simplicity, another ISC could be sold as an ISC refit with quantum torpedoes.

Catfish
Posts: 1896
Joined: Sun May 06, 2007 7:47 pm
Contact:

Re: Ideas Requested: New Weapons

Post by Catfish » Mon Apr 06, 2009 11:14 am

Chettoes121 wrote:Flash Photon
::Turns Whole Screen White For 2 Seconds(For Who it Hits)
::Purchasable Any Starbase but Pirate Base
::Costs 50,000 Credits Per Use
:: Uses 300 Energy
:idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea:
this would suck when youre playing late at night in the dark :D

User avatar
Unit001
Posts: 68
Joined: Wed Jan 30, 2008 5:53 pm

Re: Ideas Requested: New Weapons

Post by Unit001 » Mon Apr 06, 2009 6:14 pm

Vic wrote:How about quantum torpedoes for the ISC?...
Actually how about a tweak for the existing photon torpedoes? Give them more range, more damage or "some" seeking ability.

The seeking ability would be rather bad, giving the photon perhaps 2-5 degrees per second turn rate (nothing like the turn rate of the nukes) so a target flying a tangential path would have to be lead considerably.

User avatar
Chettoes121
Posts: 460
Joined: Tue Oct 14, 2008 11:37 pm

Re: Ideas Requested: New Weapons

Post by Chettoes121 » Mon Apr 06, 2009 8:26 pm

COUGH COUGH COUGH viewtopic.php?f=6&t=14603

User avatar
squeemish
Posts: 313
Joined: Wed Jun 08, 2005 3:37 pm
Location: Sol III
Contact:

Re: Ideas Requested: New Weapons

Post by squeemish » Mon Apr 06, 2009 8:39 pm

Adding some English: For some long range projectile weapon (I don't really care which) you can curve the shots to the left or the right. This is a manual targeting, but you need to turn your ship to make it work, giving you both a tactical advantage and disadvantage.

There are a few ways of implementing this.
  • Option 1: If you've moving left and just started moving a moment ago, it will curve slightly to the left. If you do a 360 to the left and then fire, it will hook to the left.
  • Option 2: The projectile will continue to hook to the side so long as your ship is rotating. As soon as you stop, the shot starts to straighten out its path.
  • Option 3: You can start and stop turning your ship. As you continue to turn to the left and right, your shot will build up more angle to the arc. If you stop turning it keeps the arc. To make it straighten out you need to turn back the other way.
It will take a whole new skill set to make this work. There should be some significant payoff for those who master it (e.g., it should be strong).

User avatar
BardockSGE
Posts: 1122
Joined: Tue Dec 02, 2008 12:07 am
Location: Noob from Boundless Sea.

Re: Ideas Requested: New Weapons

Post by BardockSGE » Mon Apr 06, 2009 11:23 pm

Unit001 wrote:
Vic wrote:How about quantum torpedoes for the ISC?
These would be auto targeting torps that use less energy to fire than photons but deal less damage and perhaps have a more restricted range.
So instead of ur isc coming equipped with photons you wud be able to choose which torpedoes to fit your isc with at a starbase.
This might make fights more interesting tactically.
I like this idea. Perhaps for simplicity, another ISC could be sold as an ISC refit with quantum torpedoes.
auto targetting torps? Okay. That idea is gre- yeah no.

User avatar
Chettoes121
Posts: 460
Joined: Tue Oct 14, 2008 11:37 pm

Re: Ideas Requested: New Weapons

Post by Chettoes121 » Tue Apr 07, 2009 12:47 am

Like On Scanners That Show Ship Sheild Precents You SHould Have like some kind of thingy on mini map that like has like 3 colors ::green for 70% and above ::Yellow For 45-70%:: And Red For Bellow 45 %::Like SHown by like little rings around there dots??maby idk something like that
or maby like that one button u click and it shows evryone in system pn the minimap spot color those maby o.o

User avatar
KottonMouthKing
Posts: 92
Joined: Sun Dec 14, 2008 3:14 pm
Location: p6 and hurclan cluster and IGH

Re: Ideas Requested: New Weapons

Post by KottonMouthKing » Wed Apr 08, 2009 1:10 am

minmal energy loss when getting hit by grav. beam 20 energyper 1sec :mrgreen:
Last edited by KottonMouthKing on Wed Apr 08, 2009 4:07 am, edited 1 time in total.

User avatar
KottonMouthKing
Posts: 92
Joined: Sun Dec 14, 2008 3:14 pm
Location: p6 and hurclan cluster and IGH

mines

Post by KottonMouthKing » Wed Apr 08, 2009 1:15 am

remote mines does same as reg mines but dont go off till u press botton or leave system
cost 45,000 :mrgreen: :idea:

User avatar
ArdRhys4
Posts: 1862
Joined: Sat May 24, 2008 12:22 am
Location: boundless sea and p4

Re: Ideas Requested: New Weapons

Post by ArdRhys4 » Fri Apr 10, 2009 1:16 pm

And how is that useful? Maybe for 10k...

User avatar
MadAce
Posts: 4283
Joined: Fri Oct 08, 2004 6:12 pm

Re: Ideas Requested: New Weapons

Post by MadAce » Fri Apr 10, 2009 1:24 pm

With all this crazyness I want to pitch in.

INSANITY FTW!


Doomsday Device:

Kills every player in the server. Also kills 25% of the galactic population. Kan be bought an infinite amount of times but there can only be one detonation of this bomb in the entire lifespan of the server.

After being used once, no Doomsday Device will ever work on that server.


Isn't that cool?

User avatar
ArdRhys4
Posts: 1862
Joined: Sat May 24, 2008 12:22 am
Location: boundless sea and p4

Re: Ideas Requested: New Weapons

Post by ArdRhys4 » Fri Apr 10, 2009 1:33 pm

Changes to his device:


Deletes every character that has 0 - 1000 xp and/or has not logged in the last month.

User avatar
MadAce
Posts: 4283
Joined: Fri Oct 08, 2004 6:12 pm

Re: Ideas Requested: New Weapons

Post by MadAce » Fri Apr 10, 2009 1:37 pm

ArdRhys4 wrote:Changes to his device:


Deletes every character that has 0 - 1000 xp and/or has not logged in the last month.
Woa awesome.

That's be so cool.

User avatar
squeemish
Posts: 313
Joined: Wed Jun 08, 2005 3:37 pm
Location: Sol III
Contact:

Re: Ideas Requested: New Weapons

Post by squeemish » Fri Apr 10, 2009 5:54 pm

MadAce wrote:Doomsday Device: Kills every player in the server.
I think this was called "score adjust" except Toonces pushed the button weekly :lol: :roll:

|Stealth|
Posts: 18
Joined: Mon Mar 09, 2009 2:12 am

Re: Ideas Requested: New Weapons

Post by |Stealth| » Fri Apr 10, 2009 6:03 pm

Your Ceo should be able to color an igs or seth and design the color of it how they want it to look and only your corpmates can purchase it so when you invade or battle you can tell which ship is enemy instead of having to look at the names and mini map.
Last edited by |Stealth| on Sat Apr 11, 2009 10:25 pm, edited 1 time in total.

User avatar
ArdRhys4
Posts: 1862
Joined: Sat May 24, 2008 12:22 am
Location: boundless sea and p4

Re: Ideas Requested: New Weapons

Post by ArdRhys4 » Fri Apr 10, 2009 8:26 pm

corporate colors? TIGHTNESS!

User avatar
chronas
Posts: 195
Joined: Sun May 11, 2008 10:09 pm

Re: Ideas Requested: New Weapons

Post by chronas » Sat Apr 11, 2009 11:12 am

System Nuke would be a good weapon. It would be able to wipe out any ship in the system. It would probably cost around 5 Million or more. There would have to be a time delay. Maybe a warning flash on everyones screen with a so many second count down. Any ship not out of the system including Npc's would be destroyed and you would get all the exp and money.

WeirdAl34
Posts: 60
Joined: Mon Mar 09, 2009 7:37 pm

Re: Ideas Requested: New Weapons

Post by WeirdAl34 » Sat Apr 11, 2009 4:01 pm

Chettoes121 wrote:Flash Photon
::Turns Whole Screen White For 2 Seconds(For Who it Hits)
::Purchasable Any Starbase but Pirate Base
::Costs 50,000 Credits Per Use
:: Uses 300 Energy
:idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea:
i like that.

User avatar
Plato
Posts: 4
Joined: Tue Mar 10, 2009 1:08 am
Location: United States

Re: Ideas Requested: New Weapons

Post by Plato » Tue Apr 14, 2009 4:57 pm

[Insert weapon upgrade name here] - An upgrade that increases the primary weapons damage and also increases the energy that is used

[Insert weapon upgrade name here] - An upgrade that increases the rate of fire of the primary weapon but decreases damage




-Zerann

Poonator
Posts: 3
Joined: Sat Apr 11, 2009 7:23 pm

Re: Ideas Requested: New Weapons

Post by Poonator » Fri Apr 17, 2009 2:05 am

Certain upgrades for ships/weapons...
For example you are able to purchase new engines, that are better or worse for certain things... Different engines different pros and cons, Different specs Could be, thrust, braking, turn speed, etc...

Upgrades for weapons that you can install on your ship, example: energy chips or w/e that help with damage for weapons or charge time. Specs could be different chips would make you fire faster but lower dmg, fire slower and increase dmg, Certain resources could be stored that would fuse with the energy of your weapon to add a particular bonus.. a vamp effect, a slowing effect, etc..

Different kinds and strengths of shields. Green is a weak shield that takes 100% dmg(wat we currently have now), blue can take 90% and red can do 75-80% tweak however u wish. Optional--> A colored aura can b put around your ship, the less transparent can show how much shield u possess and color would show wat kind of "shield or armor" you have. the shields would cost accordingly to type... Also the shields could possess traits that are more efficient at absorbing energy fire vs. projectile/physical fire.

New Hardware Item:
Shield packs - these could be for emergencies that could add a specified amount of shield depending on how much you wanted to pay. Example: i pay 40k i get 1k green shield wen used. I pay 400k i would get 10k shields(notice the double price-tag for the convenience of this item) of course the blue and red would cost more.
Nuclear Fusion Generator - Would increase energy regeneration for a short duration before burning itself out due to limited fuel. This could last 15-45 seconds. A must for any captain.
Warp Fuel additive - Short duration of increased engine capacity for those quick get-a-ways for the peace hippies or the pirate who gets himself in a spot of trouble.

You could do something with Hull Strength that could be a % less of damage you take from weapon's fire. Just looking for variety. Variety = a more complex playing system with new tactics for different ship configurations you decide to use.

Btw toonces, i like the idea of say adding or Buying an extra weapons bay for p shooters/lasers. dual p shooters or quad purple laser thingies or vice versa. Also the ability to change the spray like u can with the solar cannon. Direct, narrow spray, or medium spray. You could even add on a ships secondary ability to do a Gravitational Rotation which would spin around quickly spraying in a 360 degree radius. The bullets could have a sort of momentum carrying themselves in spirals around the ship slowly further and further away until they dissolve or explode lasting saying 30 sec or longer if needed.

For a little mix-up certain engines could give a certain charge to specific weapons or shield type. Havent really thought out these ideas thoroughly as it popped into my head as i wrote it. I think these ideas could be tweaked to fit game-play properly and would add several variations players would need to win battles, invade planets, or b a tank for the "faster high dmging low shield ships."
All these ideas are at your opinionated discretion. Obviously this is a crude explanation of my ideas which is the purpose. Tweak them for better game-play and additional ideas are welcome :)

User avatar
Ichigo
Posts: 352
Joined: Wed Sep 17, 2008 9:01 pm
Location: Boundless Seas

Re: Ideas Requested: New Weapons

Post by Ichigo » Sun Apr 19, 2009 9:18 pm

Hydrogen Missles

Hydrogen Missles?

#1: They would be like nukes.

#2: They would do 500 damage.

#3: On contact, they would blow the player across the system.
a. This would allow say 4 nukes and 4 hydro missles, when someone was chasing you you shoot 1 nuke and 1 hydro missile so you hit them and they go flying so they cant nuke you.





Seal Vaccum

When Placed, it creates a strong suction that pulls anything in a 5 planet radius onto it for 10 seconds. This could be used as the new tractor. And when I say 5 planet radius i mean if all 5 planets were lined up side to side.













This is my friend Jkeyes Idea

Doctor Device

(COULD NEVER WORK)

Molecular Detachment

Does 1k damage. It would be a really slow homing torpedo. IF there shields are 5k or less, instantly killed.


(HIS IDEA NOT MINE) LOL

User avatar
KottonMouthKing
Posts: 92
Joined: Sun Dec 14, 2008 3:14 pm
Location: p6 and hurclan cluster and IGH

Re: Ideas Requested: New Weapons

Post by KottonMouthKing » Sun Apr 26, 2009 2:23 am

charged photon torp
same damage as photon if u get with in distance it sends out a gravbeam 1/2 the size and damage of the gravbeam
cost 6,000,000-8,000,000 enegry same as torp

deflictor
kinda like the special of merchantship (the lil beam that can destroy nukes, torps, negs, ex charges, ect...) only sends back to the 1 who fried the wempon. it looks like a bubble aound ship lasts for 2 seconds
cost 1,000,000- 2,000,000 enegry 400
:idea:

User avatar
Blur3
Posts: 136
Joined: Tue Nov 25, 2008 1:34 pm
Location: There, behind you..

Re: Ideas Requested: New Weapons

Post by Blur3 » Sun Apr 26, 2009 7:09 am

Anti-Missles

1.Can shoot down nukes/negs
2.It will be like missile chasing missle
3.Faster than other missles
4. Heat seekers. Like nukes/negs
5. The splash of the nukes and anti-missles could damage the ships near it
6. On the weap. factory list
7. Can only buy at sol

Zombie Kira
Posts: 3
Joined: Sat Apr 25, 2009 2:14 pm

Re: Ideas Requested: New Weapons

Post by Zombie Kira » Sun Apr 26, 2009 1:49 pm

Well, me being an uber noob with tons of cash, the ideas of multiple missiles and drones extremely appeal to me although it could be a nice addition to a new style of ship maybe. So if was a primary here goes nothing.

Missile Volley :
Overview: Once primary button is pressed multiple rockets come shooting out. The the same speed as the Vultures secondary, they are half the size and they do 3/4 of the damage.
Cost: perhaps...2.5 million

Overlord Drones
Overview: 5 drones come form the ship from the back. I dont really care if they looked like ships or robots or whatever. The drones should be fairly fast with hell lasers thing maybe even revamped p-shooters. Even though itll be quite the nuisance in GE, I'd love seeing this. Would be a great secondary.
Cost: a considerable 4million

User avatar
chronas
Posts: 195
Joined: Sun May 11, 2008 10:09 pm

Re: Ideas Requested: New Weapons

Post by chronas » Mon Apr 27, 2009 8:30 pm

New Weapon: Warp Nuke
1. Has the ability to do 1000 shield damage and cause the ship that is hit to be warped 1 to 5 hops away. This could be a random or set amount.
2. Cost would be 1 to 5 million.
3. Only be purchased at Sol.
4. On the plus side it would be a nice weapon for repelling invaders.

Post Reply