Due to the high ratio of players who are confused by the shuttle menu system, I have decided to go back to beacons. Unlike 1.x I will probably have only one set of beacons for the weapons.
If I do visible equipment, allowing variants of ship types, I can create even more weapons, some very interesting ones, so I am leaning towards this. The strategy surrounding the speculation of enemy designs and what range you want to be at was nice, but the benefits of this are immense and I think it's the lesser of two evils.
For new weapons, I'm thinking:
-A Nuclear Missile that does 0-2 (in the absence of an atmosphere nukes suck) but then a further 0-2 to all ships within 1 space of the target. Range would be 2-3 or 3 only so you cant splash yourself or exceed 4 range with splash. I would allow it to be targeted on open space though so you can try to splash targets at range 1 or 4.
-Some kinda Nano-Something or Bio-Something attack that works like a Mutalisk bounce... 0-3 first target, 0-2 second target, 0-1 third target
-Rework the Fusion Beam to do a smaller attack (something like 0-2 or 0-3) to the ship firing the Fusion Beam, as a technological limitation of Fusion Beams?
-Maybe something that disables engine operation for the next turn if it hits? Engine Disruptor?
-Maybe a "Hull Destabilizer" that causes the targeted ship to take damage only if it moves next turn
Im sure theres more possibilities.
EDIT: Aha! more possibilities:
-A weapon that does more damage at shorter or longer range (example function Range + Damage = 6) (second example Damage = Range)
-A weapon that persists over time (kind of like defiler plague, 0-2 damage for 3 turns in a row)
-A weapon that amplifies future attacks for next turn, kind of like Devrouer's Acid Spores effect
-A weapon that does area of effect damage but the damage dealt is dependant on the number of targets in the area of effect, so its a like a chain reaction
-A weapon that has a tendency to damage engines, or damages engines only
-A weapon that has it's attack roll affected by the target's speed (more likely to hit slower ships)
I'd also like to switch the names of Deflector Array and Shield Generator.
The way I see it is that the Deflector Array concept is really much more like a Shield, in that it behaves like a Protoss Unit Shield, reducing in shield points to block damage. The version 1.X "Shields" should really be called deflector arrays, doing their best effort to Deflect Each Attack.
Post has been edited 1 time(s), last time on Jul 5 2008, 4:30 pm by Tank_7.
None.