Info > Feedback and Suggestions
The Icarus Cannon
macmacnick:
Airship Flame party? I'm interested... and, would the gun cut through clouds in a linear manner, to be, at range, a searchlight/if on a goldfish (assuming it's a medium gun) a fish with a flashlight on the front? A kinda powerful flashlight that flashes enough light that it sets fire?
Milevan Faent:
--- Quote from: macmacnick on January 19, 2014, 12:01:45 am ---Airship Flame party? I'm interested... and, would the gun cut through clouds in a linear manner, to be, at range, a searchlight/if on a goldfish (assuming it's a medium gun) a fish with a flashlight on the front? A kinda powerful flashlight that flashes enough light that it sets fire?
--- End quote ---
Acting as a searchlight through clouds would make a lot of sense.
Fyren:
Always up for more variety, and those concepts look pretty cool
Coldcurse:
--- Quote from: Arch-Angel on January 17, 2014, 02:47:04 pm ---I believe Mythbusters did a bit on the "Archimedes Death Ray" which is essentially what we're discussing here. While I don't believe that weapon functioned I do think it makes the basis of good naval combat lore. I stand by my initial thoughts on the weapon. It's a medium/heavy loadout, so it'll only fit on the Spire Galleon or Goldfish. It would be a medium to long range weapon that had a large ammo capacity. The mechanic that would balance the damage of this weapon is it's obviously slow turning rate and long build up time to do effective damage. The numbers are irrelevant, but imagine the weapon started by doing .1 damage. Then .2, .4. .8 1.6 etc etc. That .2 damage counts for very little. The half minute it would take to reach full potential would count for a lot more. Fire damage is implied but I could imagine the weapon working without it.
-Heavy weapon.
-Medium/Long Range
-Large ammo cap.
-Long build up time to reach full damage potential.
-Slow moving turret.
--- End quote ---
I would go against this because it shouldn't be treated as a heavy weapon if we have a mercury fieldgun that does physical damage over a long distance. In my opinion this would be the most useless heavy weapon since its countered by a single chemspray or exstinguisher. Keeping this as a light gun would make more sense overall.
the turret shouldnt be moving slowly, when the turret moves you lose some damage potential that you have to build up again. make the turret move at a medium speed but not slow.
dont make the build up time too damn long, 5 to 7 seconds for full damage potential is good enough if the damage you are dealing is 7 flamestacks max per 2 seconds.
dont make it a flashlight because we have the flaregun for that, if you give it the same aspects of a flaregun then you just make the flaregun not needed anymore. If you could make the mechanics to only light up a small portion of the cloud then it will be ok since it then becomes a less usefull flaregun and flareguns still hold their value.
For the animation of reloading I would suggest that the gun would change the magnifying glass due to the ammo type. The speed of the turret would be the as a mercury field gun since that is also a mid to longrange weapon (mercury fieldguns are also used up close but since it's mostly used for sniping i think they both need to have the same turning value). For gaining more damage potential the gun must not move faster then 7% - 10% of its turning speed. If the gun does move faster then 10% - 15% of its turning speed then the overall damage of the gun will be reduced with 25% each 0.5 second. The full damage potential should be discussed but I think that for a light gun at long distance should do 3.5 flamestack per second or something in that direction. This is based on fair play since it's a longrange flame weapon, this would be les powerfull then a flamethrower but still usefull to place in a sniping build to make a more variated damage on enemy ships. Making this gun a second flaregun would not make sense since we already have a flaregun, as discussed before the light of this gun would be blocked by clouds and means that it cannot be used as a flaregun. The range of this gun should be similair to a mercury fieldgun but needs a minimum range a bit less then a lumberjack. The ray itself should visible on darker maps such as: Partian Rumble, fight over firnfield. But invisible on brighter maps such as: Dunes, Fjords. If the gun takes damage then you should make it look like the glass has cracks in it and when the gun is detroyed you should make the glass look really damaged. to indicate that you are reaching full damage potential I would suggest to add an indicator meter on the right sight that looks like a meter of a boiler, like this one:
numbers and words on the meter can be changed or removed.
Milevan Faent:
--- Quote from: Coldcurse on January 21, 2014, 03:03:41 am ---
--- Quote from: Arch-Angel on January 17, 2014, 02:47:04 pm ---I believe Mythbusters did a bit on the "Archimedes Death Ray" which is essentially what we're discussing here. While I don't believe that weapon functioned I do think it makes the basis of good naval combat lore. I stand by my initial thoughts on the weapon. It's a medium/heavy loadout, so it'll only fit on the Spire Galleon or Goldfish. It would be a medium to long range weapon that had a large ammo capacity. The mechanic that would balance the damage of this weapon is it's obviously slow turning rate and long build up time to do effective damage. The numbers are irrelevant, but imagine the weapon started by doing .1 damage. Then .2, .4. .8 1.6 etc etc. That .2 damage counts for very little. The half minute it would take to reach full potential would count for a lot more. Fire damage is implied but I could imagine the weapon working without it.
-Heavy weapon.
-Medium/Long Range
-Large ammo cap.
-Long build up time to reach full damage potential.
-Slow moving turret.
--- End quote ---
I would go against this because it shouldn't be treated as a heavy weapon if we have a mercury fieldgun that does physical damage over a long distance. In my opinion this would be the most useless heavy weapon since its countered by a single chemspray or exstinguisher. Keeping this as a light gun would make more sense overall.
the turret shouldnt be moving slowly, when the turret moves you lose some damage potential that you have to build up again. make the turret move at a medium speed but not slow.
dont make the build up time too damn long, 5 to 7 seconds for full damage potential is good enough if the damage you are dealing is 7 flamestacks max per 2 seconds.
dont make it a flashlight because we have the flaregun for that, if you give it the same aspects of a flaregun then you just make the flaregun not needed anymore. If you could make the mechanics to only light up a small portion of the cloud then it will be ok since it then becomes a less usefull flaregun and flareguns still hold their value.
For the animation of reloading I would suggest that the gun would change the magnifying glass due to the ammo type. The speed of the turret would be the as a mercury field gun since that is also a mid to longrange weapon (mercury fieldguns are also used up close but since it's mostly used for sniping i think they both need to have the same turning value). For gaining more damage potential the gun must not move faster then 7% - 10% of its turning speed. If the gun does move faster then 10% - 15% of its turning speed then the overall damage of the gun will be reduced with 25% each 0.5 second. The full damage potential should be discussed but I think that for a light gun at long distance should do 3.5 flamestack per second or something in that direction. This is based on fair play since it's a longrange flame weapon, this would be les powerfull then a flamethrower but still usefull to place in a sniping build to make a more variated damage on enemy ships. Making this gun a second flaregun would not make sense since we already have a flaregun, as discussed before the light of this gun would be blocked by clouds and means that it cannot be used as a flaregun. The range of this gun should be similair to a mercury fieldgun but needs a minimum range a bit less then a lumberjack. The ray itself should visible on darker maps such as: Partian Rumble, fight over firnfield. But invisible on brighter maps such as: Dunes, Fjords. If the gun takes damage then you should make it look like the glass has cracks in it and when the gun is detroyed you should make the glass look really damaged. to indicate that you are reaching full damage potential I would suggest to add an indicator meter on the right sight that looks like a meter of a boiler, like this one:
numbers and words on the meter can be changed or removed.
--- End quote ---
Some of what you've mentioned has already been discussed. Making it a Medium gun (and it's Medium, not Heavy, I asked several people who all agreed on this) is actually a better idea. Medium guns are very limited in what they can do right now, while Light guns are all over the place with a wide range of options. What we DON'T need is another Light gun that's just an alternative to the Flamethrower, which is what this would become. Combining the Flare effect as a beam with the weapon actually makes sense too. The Flare kind of sucks right now anyway. If done properly, Flares would reveal large areas, while this would be a narrow beam that has to be aimed. It would burn through ammo constantly while you're using it as a searchlight, leaving less ammo for damage/fire purposes. That said, it's been generally agreed it shouldn't be a sniper weapon, but a medium range weapon. That's not to say it couldn't be otherwise, but I personally agree with this view. It's also been suggested to not have the damage scale, as that would add unnecessary complication and be more of a feature, requiring more work than the gun would otherwise.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version