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what would you prefer? (left rockets out as being unguided may make them undesirable)

phaser/beam turret
(No votes)
phaser/beam array (strip line of emitters)
Total votes: 1 (11%)
torpedoes
Total votes: 2 (22%)
missiles
Total votes: 1 (11%)
pulse energy weapon
Total votes: 2 (22%)
railgun
Total votes: 1 (11%)
mix (combo of any)
Total votes: 2 (22%)
Total votes: 9
Post

Station Hardpoints, launchers, missiles, phasers/beams, and pulse weapons

#1
could we control a station and its weapons and hangars like a normal ship except you can't move?

the addition of banks for energy weapons would force the player to make the decision of whether or not to direct all energy to engines/shields while their pulse and phaser/beam banks are low to escape from an enemy.

to make the idea of phaser/beam arrays/strips more enticing they could each count as one weapon/turret to be mounted to a hardpoint that fire a certain emitter based on where your target is.

if someone were to create a blueprint for a station and build that blueprint how many hardpoints could a station have for something like weapons, production modules, generator modules, and shield generators? how big could the station be assuming the smallest size would be equal to a medium asteroid (outpost)?

the smallest of outpost would have at least 30 for weapons.

If modules for things like construction (of ships), research, trading/market, production, and contracting, are how you give a station these capabilities how big could they be? how many resources would we need? how many ships could a trade/market module have docked at one time(i'd assume 300 at min. since people use this module to sell and buy, take missions, and get resources, ammo, ships, and weapons at other parts of the station while docked)? how many external hardpoints could a module have depending on its size for things like weapons?

If someone were to create a blueprint for a missile, rocket, and torpedo launcher how many missiles, rockets, torpedos, could such launcher types load at one time for a first gen blueprint? what would be the fire rate for a first gen blueprint? how fast could you build them? and assuming everything thing that can be loaded into a hardpoint is built in batches, how big would the batches be for each type of launcher? (2,3,4,5,8,10,15,20)? could we choose how many launchers to build at one time for every batch?

If someone decided they wanted to create a blueprint for a missile (fighters, bombers, corvettes, small ships), rocket (fast projectiles to bombard a target like a station) , or torpedoes (guided projectiles for frigates and larger and are very high damage but very hard to hit smaller ships with because of their speed,) how fast would each type be? how much damage would each type do? could a high tech missile that is very fast one hit a fighter/bombers shields and then hull? how big will the batches be for each type? (10,20,30,40,50,100)? could we choose how many missiles to build at one time for every batch?

If someone wanted to create a blueprint for a phaser/beam weapon, how long would the beam last after being fired? (continuous? star trek style(2-4 secs)? how much damage would a beam/phaser do? would they have a certain amount of charge in a built in bank (if they have them)? how big would such charge be? refer to previous questions about batches. would there be an option to make an array of emitters that are inside of strips for low profile? (anyone who has watched star trek knows that beam/phaser arrays consist of emitter arrays that are low profile strips which are fired based on the angle of the ship.)

If someone wanted to create a blueprint for a pulse weapon how fast would it fire bolts? how much energy would it have if they had batteries or banks which need charge to fire? how fast could the banks be charged (beams/phasers as well)?
could we direct are energy generator to put power to other systems if our energy weapons banks are charged?
Post

Re: Station Hardpoints, launchers, missiles, phasers/beams, and pulse weapons

#3
jonathanredden wrote:
Tue Apr 03, 2018 7:07 pm
could we control a station and its weapons and hangars like a normal ship except you can't move?
Josh has said that the ability to control the turrets of an owned station will be in LT 1.0, unless something changes, so yes. :)

the addition of banks for energy weapons would force the player to make the decision of whether or not to direct all energy to engines/shields while their pulse and phaser/beam banks are low to escape from an enemy.
I think this is already intended. :) Something like this was in the prototype.
to make the idea of phaser/beam arrays/strips more enticing they could each count as one weapon/turret to be mounted to a hardpoint that fire a certain emitter based on where your target is.

if someone were to create a blueprint for a station and build that blueprint how many hardpoints could a station have for something like weapons, production modules, generator modules, and shield generators? how big could the station be assuming the smallest size would be equal to a medium asteroid (outpost)?

the smallest of outpost would have at least 30 for weapons.

If modules for things like construction (of ships), research, trading/market, production, and contracting, are how you give a station these capabilities how big could they be? how many resources would we need? how many ships could a trade/market module have docked at one time(i'd assume 300 at min. since people use this module to sell and buy, take missions, and get resources, ammo, ships, and weapons at other parts of the station while docked)? how many external hardpoints could a module have depending on its size for things like weapons?

If someone were to create a blueprint for a missile, rocket, and torpedo launcher how many missiles, rockets, torpedos, could such launcher types load at one time for a first gen blueprint? what would be the fire rate for a first gen blueprint? how fast could you build them? and assuming everything thing that can be loaded into a hardpoint is built in batches, how big would the batches be for each type of launcher? (2,3,4,5,8,10,15,20)? could we choose how many launchers to build at one time for every batch?


If someone decided they wanted to create a blueprint for a missile (fighters, bombers, corvettes, small ships), rocket (fast projectiles to bombard a target like a station) , or torpedoes (guided projectiles for frigates and larger and are very high damage but very hard to hit smaller ships with because of their speed,) how fast would each type be? how much damage would each type do? could a high tech missile that is very fast one hit a fighter/bombers shields and then hull? how big will the batches be for each type? (10,20,30,40,50,100)? could we choose how many missiles to build at one time for every batch?


If someone wanted to create a blueprint for a phaser/beam weapon, how long would the beam last after being fired? (continuous? star trek style(2-4 secs)? how much damage would a beam/phaser do? would they have a certain amount of charge in a built in bank (if they have them)? how big would such charge be? refer to previous questions about batches. would there be an option to make an array of emitters that are inside of strips for low profile? (anyone who has watched star trek knows that beam/phaser arrays consist of emitter arrays that are low profile strips which are fired based on the angle of the ship.)

If someone wanted to create a blueprint for a pulse weapon how fast would it fire bolts? how much energy would it have if they had batteries or banks which need charge to fire? how fast could the banks be charged (beams/phasers as well)?
could we direct are energy generator to put power to other systems if our energy weapons banks are charged?
I would say all of this is subject to balancing, and while we could speculate on arbitrary values right now, we can't really say what any of it will mean until we see concrete systems in place.

They're very good questions, but as of yet we don't have enough context to be sure of what any of it will be. If a pulse canon does 20,000 damage per second, for instance, that might not mean anything if each ship has 2,000,000,000 hitpoints, and you might want thousands of them on a station. On the other hand, if each ship has only 20,000 hitpoints, then a station might only need a few weapons at most. But what if pulse cannons are extremely inaccurate, and 90% of them miss? Then you'd want ten times more than that, just to make sure you're likely to hit. :P

It all depends on what kind of system Josh wants to set up, and we really need to get our hands on it first if we want to start defining arbitrary numbers like these.
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