Hydra Phosphorus Mortar
Heavy Class
Direct damage (Shell): 35 Fire
Burst Damage (Shell): 15 Fire
Direct Damage (Sub Munition): 25 Fire, stackable
Burst Radius: 10 Meters
Arming time: 2.33 seconds
Arming range: 350 meters
Reload Time: 18 seconds
Projectile speed: 150 m/s
Projectile drop (Shell): 8 m/s^2
Projectile drop (Sub Munition): 4 m/s^2
Projectile spread (Shell): 5 meters.
Projectile spread (Sub Munition): 25 meters
Sub munitions per Shell: 5
Sub munition spread speed: 3 m/s
Arcs
Horizontal: 25 deg Left; 25 deg Right
Vertical: 30 deg up; 8 dge Down
Horizontal speed: 20 Deg/s
Verticle Speed: 15 deg/s
Fire chance
Shell: 25% chance for 10 stacks
Sub Munition: 100% chance for 7 stacks, stackable for each sub munition.
The idea behind the Hydra is for a GOIO equivalent of this:
https://upload.wikimedia.org/wikipedia/commons/thumb/5/55/Ex-USS_Alabama_%28BB-8%29_-_NH_57483.jpg/800px-Ex-USS_Alabama_%28BB-8%29_-_NH_57483.jpgWhich is the U.S.S. Alabama being hit with Airburst white phosphorus. It’s primary purpose is to address both the wish for a heavy Flamer and a heavy Phobos in one weapon. It’s supposed to offer the chaos that the flamer can create along with the area-denial and heavier damage that the mine launcher provides.
The general gameplay is supposed to work like this: The singular shell goes up until it reaches its arming distance, and then will burst into multiple, slow moving sub munitions. These munitions will act in the same regard as Mines do, hitting all targets regardless of their team affiliation. The slow speed of the munitions would make it very difficult to fly through an area they are falling in, but the wider spread could offer some smaller ships a chance to maneuver through the veil of fire that they would create.
These munitions would be very obvious to view, especially on dark or dreary maps. Extremely bright, brighter than the rockets of the Hwatcha in flight, in fact, and streaming thick, white smoke, telegraphing their descent, speed, number, and spread. This increases the skill ceiling by a small degree, as the regularly difficult to spot mines would have their strength in the fact that they are much more difficult to spot when compared to the munitions of the Hydra. This is part of their balancing, so as to make them more obvious than the mines, and therefore somewhat less dangerous.
The automatic deployment of the munitions is a part of the balancing for the weapon, rather than giving the player control over when the munitions deploy. This is in the same vein as the mine launcher, attempting to deploy the mines directly on top of the target or at a perfect point where the enemy is likely to fly into it. Attempting to cluster all of the munitions onto one target or onto one specific part of the target would be very similar in nature, rewarding higher level play. Lower level play, of course, would be to deploy the munitions into an area that the enemy would likely be or will likely be going to, in order to close that avenue of travel.
Hopefully I’ve done my math correctly on it, though I doubt it. This is a continuation of a past post I made, so disregard the other and utilize this one, if you would!