Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: RomanKar on July 17, 2013, 11:27:57 am

Title: Defensive Weapon Type?
Post by: RomanKar on July 17, 2013, 11:27:57 am
So after playing around in the Dev app last night, Javrak and I had a long session of theorycrafting.  One idea that I have had is about defensive weapons.  The Mine layer is sort of a defensive type weapon, or could be used that way, but I am thinking even more defensive.  How's this sound:

Magnetic Coil -- 5 second up time, 30 second reload.  When activated, the entire ship becomes magnetically charged and repulses all projectiles (this would not include the flamethrower).  In addiction, all shots from enemies that hit the shield are reflected off the magnetic shield and become harmful to the enemy.  I don't think all shots should be reflected right back to source, but rather have a real physics type thing that has the projectiles bouncing all over the place, with a chance of the shots hitting the ship of origin or even his buddy ship.

So, what do you think of this or some other type of defensive weapon, or maybe a defensive ammo type?
Title: Re: Defensive Weapon Type?
Post by: Captain Smollett on July 17, 2013, 12:17:36 pm
The idea of a defensive weapon is interesting but, this would just about make a ship invincible.

If you put 3 on a Junker you would never die.

If you had a defensive weapon I think it would definitely need to be aimed. That being said this would definitely change the game balance since currently defensive tools are only available for pilots so you'd be getting a big switch up in gameplay.
Title: Re: Defensive Weapon Type?
Post by: RomanKar on July 17, 2013, 12:27:31 pm
3 on a Junker, and you may never die, but you wouldn't kill anything either.  Obviously it would have to be tweaked, but I like the idea of adding some complexity to both loading out ships and actual combat.
Title: Re: Defensive Weapon Type?
Post by: Captain Smollett on July 17, 2013, 12:32:55 pm
Junker has 5 guns.  You could kill someone eventually with only 1 if they could never shoot back.

Currently with the armor rebuilding mechanics you already have a shield, so being able to deploy another shield when your original shield goes down as well as being able to dodge and take cover would make a ship way too survivable.

Perhaps if the defensive weapon had to shoot the incoming shots out of the air it could be more balanced but I don't think a forcefield would fit into the game as it currently stands.
Title: Re: Defensive Weapon Type?
Post by: HamsterIV on July 17, 2013, 12:35:06 pm
I am not big on the idea of a force field shield in GOI which is what your Magnetic Coil equates to, but more utility weapons like a smoke screen dispenser, or a cannon that pushes enemy ships away would be interesting.
Title: Re: Defensive Weapon Type?
Post by: RomanKar on July 17, 2013, 12:52:01 pm
Ok, maybe a shield for the ship is a bit much.  But I do want a defensive weapon.
Title: Re: Defensive Weapon Type?
Post by: LordFunPants on July 17, 2013, 12:57:54 pm
"Shield telsa"
(https://sphotos-b.xx.fbcdn.net/hphotos-frc1/314633_131339670299904_1528379168_n.jpg)

this idea was actually thrown out long long ago :P with that said, feel free to continue discussing different defensive weapons though, as far as i'm concerned, they just need to useful enough to sacrifice power for. . . but also reasonable
Title: Re: Defensive Weapon Type?
Post by: Captain Smollett on July 17, 2013, 01:01:25 pm
Damn, how many weapons models do you guys have hidden away?
Title: Re: Defensive Weapon Type?
Post by: Imagine on July 17, 2013, 01:02:13 pm
Damn, how many weapons models do you guys have hidden away?
All of them. Whatever we think of, they probably already have :D
Title: Re: Defensive Weapon Type?
Post by: Calico Jack on July 17, 2013, 01:32:28 pm
isn't the flame thrower used to disable ships for defense?

I like the idea of a smoke pellet launcher, especially if you could ignite the smoke by shooting it with a flare or incendiary round(s). (I'd even settle for being able to ignite a tar cloud)
Title: Re: Defensive Weapon Type?
Post by: RearAdmiralZill on July 17, 2013, 01:53:01 pm
Oh god don't bring that up. So many arguments for that Y_Y. While a smoke dispenser sounds cool, we already have tar.

I imagine something that would force a reload on an enemy's guns. Haven't quite thought about how one would actually do that with a gun, but yea.

I'd think you would at least want something that a pilot cant already do with tools.
Title: Re: Defensive Weapon Type?
Post by: LordFunPants on July 17, 2013, 02:02:34 pm
Damn, how many weapons models do you guys have hidden away?
All of them. Whatever we think of, they probably already have :D

Pretty much. . pretty much

also, smoke dispenser? modeled it *whistles away*
Title: Re: Defensive Weapon Type?
Post by: Echoez on July 17, 2013, 03:13:06 pm
Damn, how many weapons models do you guys have hidden away?
All of them. Whatever we think of, they probably already have :D

Pretty much. . pretty much

also, smoke dispenser? modeled it *whistles away*

So you do have a twin gatling? A heavy flamethrower? Smoke bomb launcher? Heavy Tesla gun? Railguns?
Title: Re: Defensive Weapon Type?
Post by: -Muse- Cullen on July 17, 2013, 04:49:17 pm
Damn, how many weapons models do you guys have hidden away?

There are so many secrets here... I love it.
Title: Re: Defensive Weapon Type?
Post by: Squidslinger Gilder on July 17, 2013, 05:39:10 pm
You guys got torpedo designs? ;D

If not, check the Sky Torpedo thread!
Title: Re: Defensive Weapon Type?
Post by: JaegerDelta on July 17, 2013, 05:44:11 pm
I honestly dont see defensive weaponry being a thing, the term itself is a bit contradictory. 

the tech level in universe does not allow for automated targeting so intercepting enemy ordinance would be next to impossible, and you would be better off using what ever you are trying to kill the enemy shots with to try to shoot the enemy gun out or kill them.

shield generators in weapon slots would make ships with more mounts way more powerful than ships with fewer.

i think defensive equipment should stay where it is, in the pilot tools.  bringing along extra equipment or installing special equipment on your ship, which is what the pilot tools represent, makes way more sense than using your gun slots for it.

but all that said, the best way to defend your ship will always be to end the threat. either through breaking enemy components or killing them outright.  defensive gun mounted stuff would be cool from a design perspective. However, if you put yourself on that ship. you are fighting for your life AND for land and resources, the only way you can survive in the world is if the other guy ,who is after the exact same thing you are, is no longer there. turtleing up doesnt solve your problem and leaves your shipmates still in danger.

now, of course, a ship in a different mission type could use these very successfully, like transport (particularly of valuable goods or persons) or some such other non-combat role would be much better served with enhanced durability. But these roles do not exist in skirmish mode.
Title: Re: Defensive Weapon Type?
Post by: RomanKar on July 17, 2013, 05:55:12 pm
In simplest terms:  Is a sword and shield better than 2 swords?  I understand that this is not a perfect comparison, but I think it has merit.  Also, in the OP I stated that the mines could be used defensively.  To add to that, the Harpoon does do some damage, but its role is really other than dealing damage.  Now I realize harpoon play is few and far between, but it is still there. 

I will concede that defensive abilities, at present, are on the pilot and maybe should stay there.

Gives me an idea for a new topic.
Title: Re: Defensive Weapon Type?
Post by: Squidslinger Gilder on July 17, 2013, 06:27:22 pm
Mines are very defensive. I've used them to great success on Scrap setting up minefields around the point.
Title: Re: Defensive Weapon Type?
Post by: Calico Jack on July 17, 2013, 07:01:24 pm
Mines are very defensive. I've used them to great success on Scrap setting up minefields around the point.
Yes those 5 mine launcher mobiles do make nice walls :)
Title: Re: Defensive Weapon Type?
Post by: JaegerDelta on July 17, 2013, 07:30:02 pm
Mines are very defensive. I've used them to great success on Scrap setting up minefields around the point.

but they are not defensive in the same terms as a smoke launcher or a shield generator.  they are defensive in the sense that you use them to maintain your advantage you currently have in the battle. you are not using them to protect your ship from damage, you are using them to damage enemy ships if them come in your area. that is an act of setting up an advantage in future direct combat by damaging the enemy ship, not defending but preparing.

you are using your shield to strike the enemy. in that case a sword and shield is the same as two swords.  defense is about avoiding a hit or surviving a hit taken.
Title: Re: Defensive Weapon Type?
Post by: Prof. Giles Percy on July 17, 2013, 07:55:36 pm
Perhaps, in replacement of gun slots you could place fire hydrants, or engine booster.  Making gun mounts not just gun mounts, but ship synergies as well.
Title: Re: Defensive Weapon Type?
Post by: Squidslinger Gilder on July 17, 2013, 08:05:37 pm
I vote we just make an Enterprise shaped airship so captains can yell...SHIELDS UP!!! Or FIRE PHOTON TORPEDOES!!

Or for you TNG weirdos..."ENGAGE!!" or "MAKE IT SO!"
Title: Re: Defensive Weapon Type?
Post by: Andrej Peribosky on July 17, 2013, 09:29:21 pm
The game currently has a "kill" (piercing / explosive) role and a "support" role (everything else)

It would great to also have a defensive and an healing role.

The Tesla cannon looks perfect as a defensive tool.
You need to aim it at the general direction of incoming fire or it doesnt work (maybe it can create a 45degree magnetic shield of sorts).
It maybe should damage the engines, and if you try to fire more than one together, the magnetic field become unstable and both guns break.

Another defensive gun could be "air expansion device". You point it at an allied ship, or even at empty air. When it hits a friendly ship, or you use secondary fire, it creates a blast of air that moves every ship in range away from the blast point, allowing for disengage, but dealing no damage.
This could lead to a lot of grief, however.

The "healing" role would have a "nanobot projector" gun that repairs allied hull armor damage, enabling them to tank better.
Maybe an invulnerability gun. You shoot it at a friendly ship, the component hit becomes immune to all damage for 5 seconds.

The support role could be expanded by having "support structure" guns that don't fire, but each of those mounted will improve one aspect of the ship. For example, you could sacrifice one side of the galleon in order to put two "hull armor amplifiers" that each pasively give +15% maximum hull armor

For additional fun, remove the ability to see enemy loadouts at character selection.
You never know who is the tank in the game until you try to shoot at him.
The meta would change, as each ship would need to try and stay away from the tank who will to absorb your fire, while trying to kill the damage dealer without getting disabled by the disabler, or any other similar combination of advanced tactics.

Yeah, maybe i played too much eve online