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Doable Capital Ship Battles

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macmacnick:
...what would be an interesting idea is to mount a massive weapon on a turret on the ship, such as the Heavy Howitzer, which would be slow to aim, but also slow to power-up and *maybe* have the time it takes to recharge between shots directly linked to a "generator" component on the ship, so as to incentivize the keeping up of said component, as if it goes down, the gun would not charge up at all. Sort of like the diminishing returns, but on a larger scale. As a bonus, maybe the cooling effect of chem spray could act as a buff for the component, say the cooling allows for it to work at a greater capacity for a short period of time, and the extinguisher's cooling effect would do the same for its 3 seconds of being active. Huge Dakka.

Squidslinger Gilder:
Oh thats easy. You have the gun on a rail inside the ship. When it fires, it is sent backwards into the vessel. Then to fire again it needs time for the gun to be pushed back into place.

Quadrants going down impact the reload time drastically. It would be a weapon where you'd get maybe 1 shot per min or two. Then each section going dark increases that time another minute.

As far as the dmg level goes. If a shell hits any escort vessel, it instagibs it. If a shell hits another capital ship, it immediately removes the armor from the section it hits. Doesn't kill, but then it is a frantic mad dash for the engineers to rebuild before the exposed spot is hit. If a shell impacts on an exposed section, it of course instagibs it.

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