Ok, this is a thread for discussion of new weapons and modules that will be race-specific to the new outcasts expansion pack. here are the current proposals:
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1) Holographic decoy projector beam
A turret module, for cruisers only that projects a ‘fake’ ship. the projection is placed between the owning ship and the biggest enemy ship at the time of activation. A video showing it in use is here:
youtu.be/WYnL9qrILlw
Enemy ships will treat the decoy as a perfect (but undamaged) copy of the host ship. After a while the AI realizes the shots do no damage and they will stop targeting it. The projector consumes energy when running and needs to recharge. it constantly projects a target when it has enough energy.
cost: 110
power: 10
crew: 8
weight: 135
hitpoints: 100
rechargerate: 0.0001
consumption rate: 0.0001 (Effectively these similar values mean that the projector is working 50% of the time)
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2) Two-Stage Missile Launcher
A turret module for frigates only, that is basically a normal missile launcher, but the missiles have tow stages. A slow stage up until a set amount of time, and then a much faster accelerated stage, when they are closer to the enemy, to make them harder to shoot before impact. You can see this module in action here:
youtu.be/ApEK4lwVUFc
armour_penetration = 22
cost = 53
crew_required = 8
damage = 12
fire_interval = 3900
fuel = 1400
hitpoints = 10
max_range = 1200
min_range = 375
missilespeed = 0.21
powerconsumed = 1.2
shield_penetration = 28
tracking_speed = 1.5
turnspeed = 0.42
weight = 35
stage_separation_delay = 350
second_stage_speed = 1.21
second_stage_turnspeed = 4.01
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3) Multi-target tractor beam.
Essentially a single tractor beam module that has multiple completely independent beams. Code is in place to ensure they always target separate ships, and they will never combine on the same target. Each beam works separately with regard to recharging etc.
weight = 29
hitpoints = 3
cost = 68
crew_required = 15
beamweight = 11
beampower = 2300
powerusage = 1
powerrecharge = 0.45
range = 400
powerconsumed = 13
turret_sprite = “tractor_turret_v2”
projectors = 3
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4) Frigate Pulse gun.
A salvo based laser-blast weapon for frigates that acts like a souped-up ion-cannon. Longer range, better armor penetration and hitpoints etc. I calculate it as being 2% better than the ion cannon for crude DPS, plus it has mroe chances to hit and a better tracking speed. (also lower crew requirement).
armour_penetration = 15
cost = 73
crew_required = 3
damage = 7.2
fire_interval = 45
hitpoints = 14
min_range = 205
max_range = 530
optimum_range = 575
powerconsumed = 8.5
shield_penetration = 38
speed = 18
tracking_speed = 2.2
weight = 30
salvo_size = 4
salvo_interval = 900
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5) The Frigate Solar Power Collector
Essentially a better-than-all-others power generator for frigates, with higher costs etc but much higher output than before.
weight = 62
hitpoints = 8
cost = 140
crew_required = 26
powerproduced = 30
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6) Frigate Sniper Laser
Essentially a very long-range version of the frigate beam laser, with some associated cost and power increases as a result. This should make sitting by the cruiser line and still engaging the enemy viable at last.
armour_penetration = 49
beam_duration = 700
cost = 38
crew_required = 11
damage = 28
fire_interval = 2000
hitpoints = 20
max_range = 1200
min_range = 380
optimum_range = 950
powerconsumed = 11
shield_penetration = 18
tracking_speed = 1.4
weight = 24
Let me know your balance suggestions and concerns