Annoyingly Realistic Cosmoteer
Electro bolter projectiles should expire immediately upon exiting the weapon, as the vacuum of space does not conduct electricity.
VarroWayland lol that's basically what happens already
is that an exponential boost
You should make it so weapons cannot shoot through shields either if you have not already lol
YAreyaREdAzE Yes.
Roasted Not until I implement overheating ;)
Jared Not sure if that's possible, and that's too annoying imo. I want the game to be frustrating, not unplayable.
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Ultranova EMP Missiles would actually do a small amount of damage and could even start fires (either by overheating parts or just do to the fact it's basically a giant lightning bolt curled up in a glass ball if you go off the game's design of the missile)
Also,
Crew cannot carry "batteries" without proper equipment, or they can take damage and/or die.
"Batteries" can only last so long without being stored properly, so long trips of crew carrying "batteries" would just result in an drained "battery"
Batteries would be nothing more than a Glass Jar filled with Reactor runoff.
All Projectile Weapons (Excluding only Ion Beam, Missiles, and Tractor Beam) Would have some kind of shell casing, Such as:
Ammo Weapons would have shell-casings, Railguns as well. Energy Weapons would have glass containers.
Thus crew would need to carry off the shell casings to maximize efficiency.
Behold! Explosive reactive armour:
Haven't got much else to show off because I've been busy with exams and major changes to Ammo Factories aren't going so well.
I think this is a great idea!
Of course, I would very much like to have the ability to build + - custom production systems for example ammunition. Make a ship-by-ship system for transporting and feeding ammunition to the guns.Radiators for guns to fire more easily or something like that. Also... I do not know how to do this correctly, but I think it would not hurt to be able to make upgraded weapons.Highly elongated laser, gun, etc. I think especially for larger ships is not enough firepower. They need main guns that match their size. Why do I even need this huge platform of shields, engines, and guns, if I can't shoot beyond a microscopic ship
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Don't talk to me or my Son ever again.
Sensors got a bit complicated
Control Room: 200 Sensor Range
Auxiliary Control Room: 100 Sensor Range
Large Sensor Array (Only works with Control Room placed): 1200 Sensor Range
Small Sensor Array (Control Room placed): 400 Sensor Range (Vanilla range)
Small Sensor Array (Auxiliary Control Room placed): 300 Sensor Range
No Control room: 25 Sensor Range
Roasted you can only have one control room. I limited control rooms, which is why the Aux Control Room exists. If your Control room dies, you cannot use Sensor Arrays, you can only use the Small Sensor Array, but Small Sensor arrays have a shorter sensor range when using Auxiliary Control rooms. When combined with Walts planned sensor system, this will only get worse.
My ideas, if not suggested already:
- Shield barriers that touch stuff (including your own ship) should damage any touching parts as it drains itself.
- EMPs should kill crew and fry equipment until repair. Should also be utterly stopped by armour besides the kinetic damage of the impacting missile.
- Nukes should be smaller. There's no practical reason to keep them gigantic unless it's some strange future hyper bomb or something.
- Power lines. Crew carried batteries for main systems is ridiculous from a realistic perspective.
- Decompression.
- Thrusters should have a huge exclusion zone.
- Vanilla laser blasters should equate to plasma accelerators. Bouncing beams of extremely focused light is nowhere near deadly enough to be useful.
- Change those sci fi railgun particles into something different. A tracer or something maybe,
- Ion beams should be invisible.
- Electro bolters should either be removed or extremely short range. The electricity won't fly if it has nothing to attract to, if not its own ship.
- Mines should not have lights and should be largely invisible to longer range sensors.
- Point defence can probably stay (as an anti boarding shuttle or mine weapon) but they should become utterly useless against missiles and cannons.
- Cannon slugs should get s p e e d.
- Reactor explosions should be bigger.
- Radiation should be emitted from damaged reactors.
- Insufficient air conditioning/heating should equal death.
- Moderately damaged weapons should have increasing chances of jamming or discharging prematurely.
- Crew should get tired.
- Structure should get absolutely melted by laser weapons unless it's some kind of diffusing structure. Would probably be a bit more effective against slower kinetics and missiles, though.
- Although somewhat dangerous, all engines should be boostable.
- Remove windows except those installed for vanity purposes.
- Dedicated weapon loading and maintenance crew.