Re: Dream Weapon (No, I'm not proposing another OXP here)
Posted: Mon Jul 04, 2011 1:17 pm
Can be downloaded from here.Okti wrote:
Will be ready in 10 Minutes
Warning: This OXP seriously harms the game balance.
For information and discussion about Oolite.
https://bb.oolite.space/
Can be downloaded from here.Okti wrote:
Will be ready in 10 Minutes
Depends on what kind of damage-dealing you have in mind. If you want a pure kinetic impact, use a Small Railgun. Something much smaller than that wouldn't do anything to any target.Grey Area wrote:How about a chain-driven Gatling cannon as a short-range last ditch defence?
Something like the real-world Phalanx autonomous missile defence system, for instance,without necessarily being turret-mounted.
A suitably high rate of fire combined with short range and a limited ammo supply should ensure that it doesn't have too negative an effect on game balance.
The post two above exactly does that.Commander McLane wrote:If you want the projectiles to explode, you would be talking about some kind of mini missiles. In that case the projectiles' mass wouldn't matter so much.
One of my jobs with the MOD was modelling KEPs (Kinetic Energy Penetrators): take several rods of tungsten (ratio of diameter to length is the classified bit as is the shape of the nose) stuff them into the nose of a Mach 3+ missile, fire them at the target, proximity sensor detonates another charge behind the rods which accelerates them up to Mach 6+ and well... let's just say, no explosives needed...Commander McLane wrote:Depends on what kind of damage-dealing you have in mind. If you want a pure kinetic impact, use a Small Railgun. Something much smaller than that wouldn't do anything to any target.Grey Area wrote:How about a chain-driven Gatling cannon as a short-range last ditch defence?
Something like the real-world Phalanx autonomous missile defence system, for instance,without necessarily being turret-mounted.
A suitably high rate of fire combined with short range and a limited ammo supply should ensure that it doesn't have too negative an effect on game balance.
If you want the projectiles to explode, you would be talking about some kind of mini missiles. In that case the projectiles' mass wouldn't matter so much.
Correction: It's in Armory.oxp.Dragonfire wrote:I have to say, the buzz bomb is well worth the investment (and power loss,) as long as you have at least five energy banks. It never misses. You can get it from Missiles and Bombs OXP.
I was thinking in terms of a high rate of fire (5-10 rounds a second), short range and small non-explosive kinetic impact.Commander McLane wrote:Depends on what kind of damage-dealing you have in mind.
Yep. (Perhaps the impact is a little bigger than you had in mind. Comparable to a laser hit.)Grey Area wrote:I was thinking in terms of a high rate of fire (5-10 rounds a second), short range and small non-explosive kinetic impact.Commander McLane wrote:Depends on what kind of damage-dealing you have in mind.
Will the small railgun deliver that?
Oh. I'll have to try one out, then.Commander McLane wrote:Yep. (Perhaps the impact is a little bigger than you had in mind. Comparable to a laser hit.)Grey Area wrote:I was thinking in terms of a high rate of fire (5-10 rounds a second), short range and small non-explosive kinetic impact.Commander McLane wrote:Depends on what kind of damage-dealing you have in mind.
Will the small railgun deliver that?
What about a special bomb that will not kill the ships nearby but force them to get away from the player. (Retro rockets for NPC's) Will be too friendly to be called a weapon . But may save a lot of players from difficult situations.Thargoid wrote:Come on you lot, lets have some more ideas.
I'm updating Armoury at the moment, and at least a couple of the less oblique ones may well end up being added (a stun missile rack and a void bomb are already in the updated version on my HD). And some sort of decoy and/or fake ships are also going to go in during this week.