
Cadde
Gallente FireworX
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Posted - 2009.09.24 00:15:00 -
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Edited by: Cadde on 24/09/2009 00:21:32
Originally by: Gripen *Stuff* ... You can make ammo to select damage type only and range vs damage selection to be done via script on separate high slot module (all minmatar ships have "utility" high slots). Call it a "Range Controller" or something. Looks like a much better alternative to me.
THIS is why I'm crawling out from whatever corner i was hiding in.
It made me think of artillery as more of a "FLAK" cannon where you load your projectile (EM, THERM, EXP, KIN) and then you adjust the range (timer) on your shot. Making it a insta missile so to speak. This falls perfectly in line with Gallente/Amarr using the regular guns. And Caldari/Minmatar using missiles and flak/bursts respectively. (Apart from the fact some caldari use hybrids too but minnie use missiles too so no issue there) Of course, if your hit is accurate enough then you will get a direct hit, if you pass your target close enough you get a proximity burst and if you miss completely you get your timed burst, which can be EXTREMELY effective to fend off targets you normally can't hit but you can get them with the space bursts! One might wonder how optimal and falloff is handled in a situation like this... Well, easily enough, it remains just the same! Except instead of adjusting your max range you are adjusting where your round will burst, if you set it to max range then it would work just like normal apart from the moment where it bursts at optimal+falloff. But won't this make projectiles overpowered given the damage they deal? Not if balanced correctly i would say but that is for YOU guys to discuss if you feel my 10 minute old idea is a good one, i simply haven't had time to think too much about the balance part here. But for the sake of starting it, what if the burst part of the shot was handled by missile skills, making it so they are handled the same way missiles are handled as they explode. The bonus to using projectiles is that you get a insta remote smartbomb. The downside would be their effectiveness since they don't carry the same payload that a missile does. This change also makes it possible to set up a firewall to defend against oncoming tacklers or missile barrages but their effectiveness is only limited as the burst radius is rather small compared to smartbombs and missiles/torps.
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So what about autocannons then you might ask? The first thing that hits the top of my head is more like a shotgun. Instead of loading one shell you load several "pellets" that all burst at your desired range. This also opens up the possibility of using a multidamage shot where it would deal all kinds of damage at a reduced effect. Much like a multispectral ECM does against all racial sensor strengths.
Like i said, this is just a new idea that spawned out of the blue. In my eyes the projectiles would remain the same with the added bonus of the burst functionality at the cost of a broadened skillset (missiles, which minnie uses heavily anyways alongside their projectiles) and at a reduced damage output unless you make perfect or near perfect hits every time. I can see it in front of me right now, the entire grid lighting up in an awesome display of firepower from all these space bursts happening around your enemies ships popping drones (yours too if you are not careful) and causing major havok.
Finally, would this work as a friend or foe weapon by chance? Giving minnie the equivalent of the FoF missiles. Would they even need 50/50 missile launchers and projectiles or would it be better with 5 projectiles and 1 missile slot where there where 3 projectile and 3 missile slots before?
I feel there is not much more to say without taking this into the next millennium so i will just cut it short here. Thank you for reading!
EDIT: I called it fire and forget but i though about it and this is the true definition of friend or foe... Unlike the missiles that only kills "foes"
My opinions belong to me, you can't have them!
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