Author Topic: New Weapon Idea: The Water Cannon  (Read 23629 times)

Offline Koali

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Re: New Weapon Idea: The Water Cannon
« Reply #15 on: June 30, 2014, 11:21:05 pm »
Newton's third law.

So... Recoil? You can deflect an incoming rammer, but in doing so you'll destabilize your own ship? Sounds like an interesting mechanic. This could be used in so many ways. A Galleon could go slightly faster (by putting it in the rear-facing slot), a Junker could be made maneuverable (by putting water guns in all the side slots and floating sideways like a crab), a Pyramidion could cancel a ram (dual front-mounted water guns)... The possibilities are endless! This could be like rocket jumping: a mobility wildcard that could help or hinder you.

Offline Le Proc

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Re: New Weapon Idea: The Water Cannon
« Reply #16 on: July 01, 2014, 11:39:22 am »
I think this idea is awesome :).  An anti-ramming weapon would make captains think twice about using Klingon tactics :)

Offline James T. Kirk

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Re: New Weapon Idea: The Water Cannon
« Reply #17 on: July 01, 2014, 11:54:43 am »
I'm not sure if the coding in-game exists for impact damage to originate on-ship.

It's always an external force: a ram, a mine, a wall, etc.

Offline Le Proc

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Re: New Weapon Idea: The Water Cannon
« Reply #18 on: July 01, 2014, 12:10:23 pm »
I'm not sure if the coding in-game exists for impact damage to originate on-ship.

It's always an external force: a ram, a mine, a wall, etc.

(I find it extremely amusing that James T. Kirk answered this thread I mentioned Klingons :3)

I understand in regards to coding.  That would be quite difficult to rework it for a "water cannon" O_o.

It would be interesting if there was a flamethrower with "water ammo" though :).

Offline SirNotlag

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Re: New Weapon Idea: The Water Cannon
« Reply #19 on: July 01, 2014, 02:17:12 pm »
I'm not sure if the coding in-game exists for impact damage to originate on-ship.

It's always an external force: a ram, a mine, a wall, etc.

perhaps it would work like a reverse harpoon, that thing already exerts the force on both ships. Or for simply making the gun effective not have any recoil affect the ship that is firing it. Yeah i know that is not realistic but video game logic, plus it would make it easier to have it as an effective weapon.

Offline James T. Kirk

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Re: New Weapon Idea: The Water Cannon
« Reply #20 on: July 01, 2014, 07:54:03 pm »

(I find it extremely amusing that James T. Kirk answered this thread I mentioned Klingons :3)


-bows ceremoniously- 

Offline macmacnick

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Re: New Weapon Idea: The Water Cannon
« Reply #21 on: July 06, 2014, 01:17:35 am »
Well, technically, mines are impact damage that originates on-ship, as they require a ship to deploy them.

Offline James T. Kirk

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Re: New Weapon Idea: The Water Cannon
« Reply #22 on: July 06, 2014, 08:57:09 am »
Well, the unit originates on-ship, but the damage comes after it's become something closer to a map element.

Offline macmacnick

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Re: New Weapon Idea: The Water Cannon
« Reply #23 on: July 06, 2014, 01:09:41 pm »
Well, all that is needed to make that work is a ludicrously short arming time.

Offline James T. Kirk

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Re: New Weapon Idea: The Water Cannon
« Reply #24 on: July 07, 2014, 10:38:02 am »
And quite the interesting AOE shape