So, lets start of with a little bug I discovered. After some time playing, i found out that my ships fly in a pretty odd way... It's flying backwards. so it's approaching the enemy from the wrong side. though, it knows that it's wrong so it turns back around, but only when it's already in the face of an enemy, causing damage that i shouldn't take. This can be fixed by telling it to turn around before attacking, but sometimes it still makes a 360 before attacking add to that, it's just tricky. Maybe there should be a way to tell the AI where the actual front of the ship is. I tried a lot already. like turning the entire blueprint upside-down. or moving the cockpit.
anyhow, the ideas:
A Laser Gatling turret.
basically the big brother of the small laser.
Dimensions: 2x2
Crew: 2
Power cells: 4
less accurate than the small laser but shoots 3x as fast. really effective to rip apart non-armor parts.
Anti-matter laser
an upgrade to the ion-beam.
deals 1,2x as much damage.
uses 0,6x as much power
same size as the normal ion beam
big price tag
3 crew
EMP launcher
needs EMP balls to operate.
shuts down all energy using parts in a small radius upon impact. (7x7 radius)
deals no damage to armor or any other blocks. (balancing)
cannot affect the same part if it is still affected. so it cannot make the effect infinite, making it overpowered.
the "cannon" that launches the balls has a limited angle.
[storage:]
Dimensions: 3x3
holds up to 4 balls. every ball is made out of 4 quarter pieces that the crew carries around. (just like the rockets)
[factory:]
needs 3 energy cells to operate.
has a standard storage of 2 balls.
Railgun
A large cannon like gun that fires a large projectile at an incredible speed. making it capable of packing a hefty punch. maybe even shooting right through a couple of parts.
crew: 3
Dimensions: 3x5
it can one-shot trough armor, but it will heavily reduce further penetration. meaning that another shot is required.
needs special ammo to operate.
needs 10 energy cells to fire.
if it hist a shield, it will deal a ton of damage to it, but it won't break in one shot.
reloading it takes a long time, since it needs all 10 energy cells and the projectile to fire another shot.
it can only hold 1 shot at a time.
the gun prepares to fire for 1 second before launching the projectile. once charging, it cannot be stopped.
it cannot turn, meaning that you have to face your enemy, just like the Ion-beam.
[storage]
this can hold up to 2 rail.
dimensions: 3x5
the rail is made with a highly explosive part in it. if the storage gets destroyed with a piece of rail in it, it will explode.
[factory]
needs 2 energy cells.
produces rail which is made out of six parts. you should probably get some crew ready to reload your gun...
has a standard storage of 1 rail.
Decoy:
a small cannon like part made to protect against a rocket barrage.
dimensions: 2x2
crew: 0
power cell usage: 2
does NOT require specific ammo.
This decoy launcher is not meant to attack an enemy shit. just like the point defense, it is meant to use against rockets. this device will trigger when it detects more than 3 rockets inside it's field of view. it will launch a small bleeping ball into space. the rockets will start to chase that instead of your ship.
its reload time is longer than that of a rocket launcher so if the enemy ship is fast enough, it can fire again before the decoy can reload.
Drill / chainsaw.
A melee weapon for your space warrior.
consumes 1 energy cell per 2 seconds
energy cell capacity: 2
crew: 1
dimensions: 2x2 [with of course a 2x2 no-build area in front where the blade is. it has the same hitbox as the shield generator for example]
simply grinds down everything in front. but to do so, you have to basically hug your opponent.
the saw takes more damage when it is rotating. making it vulnerable to attacks while using it.
because it can easily be destroyed that way, it should be a rather cheap part. since you\re probably going to lose it sometimes.
P.S: I love your game and I can't wait for any updates that would make the experience even better. 🙂