New weapon "categories" (wild ideas)

Discussion of the space strategy game where you design ships, issue orders to your fleet, then play hands-off battles against human or AI designed enemies.
obliviondoll
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Re: New weapon "categories" (wild ideas)

Postby obliviondoll » Mon Jun 16, 2014 11:25 pm

Teleporters?
Or Boarding Shuttles?

WHY NOT BOTH?

Boarding Shuttle: This behaves like a Fighter, able to be shot down, but not blocked by shields. Once it docks with a target ship, the shuttle begins cutting a way in, slowly damaging the target ship's armour down to a threshold value, then dealing a specific (small) amount of hull damage once it's cut through the armour. The boarding party is then deployed onto the ship, and moves to the nearest vulnerable module, sets explosives, then returns to the shuttle and sets them off for significant system damage, bypassing armour and shields.

Teleporter: Only able to target a ship once its shields are down, this system allows a boarding party to "beam" on board an enemy ship without risk of being destroyed in transit. The disadvantage is that high-yield explosives are too unstable to use with teleporting technology, so the damage dealt is significantly lower than with the more risky shuttles. In conjunction with the requirement to take down the target's shields, this should allow for the two systems to be balanced against one another, and to synergise with different weapon combinations.

Security Station: This would be a module which attempts to counter enemy boarding parties. A boarding party from a shuttle would be killed off by Security teams, but they would get some of their explosives in place before being caught. This would result in reduced damage to the target ship, with the specific damage value being based on how close the target module was to the Security Station. Similarly, a Teleporter attack would see Security teams sent to disarm the bombs, with a chance of negating the damage, also based on distance from the Station.
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curtis.johnson
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Re: New weapon "categories" (wild ideas)

Postby curtis.johnson » Wed Feb 18, 2015 10:00 am

Sounds like fun. This would be cool in GSB2.
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john47109
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Re: New weapon "categories" (wild ideas)

Postby john47109 » Sun Mar 08, 2015 8:04 am

That is some kind of being carefulness in managing weapon, though damage done is not heavy yet it is still consider successful.


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