Vector weaponry
Posted: Wed Jan 06, 2010 1:36 am
The first time I encountered this type of weapon was in the old DOS game Star Crusader. Essentially it was a cannon which did very little physical damage, if any, but spun your craft around into random directions, and may have also affected your speed.
It was great because as well as being an 'exotic' weapon which added a bit more variety to your ship's possible load-out, it acted as a 'chaining' weapon: that is, you hit enemies with the vector cannon to prepare them for something else - adding to the weapon uses that were already in the game.
It was also infuriating when the enemy hit you with one of them. Many times I shouted at the monitor after I had patiently brought down the shields of an agile enemy, lined up perfectly to torpedo them, and then one of their wingmates hits me with a vector strike. The whole process had to begin again.
Would this be too disruptive (gameplay or AI) to add to Oolite?
As a gun:
As a missile:
It was great because as well as being an 'exotic' weapon which added a bit more variety to your ship's possible load-out, it acted as a 'chaining' weapon: that is, you hit enemies with the vector cannon to prepare them for something else - adding to the weapon uses that were already in the game.
It was also infuriating when the enemy hit you with one of them. Many times I shouted at the monitor after I had patiently brought down the shields of an agile enemy, lined up perfectly to torpedo them, and then one of their wingmates hits me with a vector strike. The whole process had to begin again.
Would this be too disruptive (gameplay or AI) to add to Oolite?
As a gun:
- This would provide an alternative for people who always put their military laser at the front. Skillful pilots could prefer to mess up the flight of their enemies (perhaps letting the police, bounty hunters, traders get a few shots in?- and then dispatch them with another mounted laser.
Also, this could have a small percentage chance of stopping the ECM from taking down missiles, again adding to the usage of the gun.
Another reason may be that the enemy is keeping its weakened shield hemisphere from you, in which case hitting them with a vector cannon and than bathing them with laser fire will help go through those shields.
The AI being equipped with these may also help them deal with players who find it easy to use hard missiles to coast through ECM. Just as being hit impairs your ECM slightly, it also messes with your missile control computer - temporarily preventing you from firing any of your own missiles. Needless to say, groups of pirates would become a lot more troubling... if a couple have vectors... and the others have missiles.
The placement option may also allow players to express their preference for having a vector cannon pointing aft, to keep any pursuers occupied, whilst giving them the 'safe' option of the military laser up front.
Fights within asteroid fields, or nearby any other obstacle, would be more... fun.
As a missile:
- As a vector torpedo (or aft-deployed bomb) you would maintain the clean 'lasers and missiles only' feel of Oolite, whilst expanding what we can do. Perhaps the missile is a lot faster than most, but more susceptible to ECM: so that if the enemy ECM's it, the missile will area-effect the player instead? I'm assuming that the missile variant would be easier to implement, and require less from the AI?
Smaller pirate ships which the player is used to mopping up can now mount these vector torpedos as a last ditch means of escaping on injectors. Imagine if your bounty target sends your Iron Ass reeling away in a spin, and uses those few seconds to blast out of laser range - the chase is on.
Fights within asteroid fields, or nearby any other obstacle, would be more... fun.