Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

My Ideas of concept of weaponry (and shield system)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> My Ideas of concept of weaponry (and shield system) Page: [1]
Login
Message << Older Topic   Newer Topic >>
My Ideas of concept of weaponry (and shield system) - 8/22/2011 2:55:38 AM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
Status: offline
I don't know if it has already implemented or not, but looking at Distant World that supposedly be a grand strategy for space (because we actually have 700 or more star system), we should expand our choice in the war as well.

So I suggest an idea about a new concept of weaponry (you can add if you want), it is the whole class of Strategic Weapon. For one of them is a long range energy weapon / missile that can be fired from one planet to another (within the same star system). Of course, such a powerful weapon should have a draw back (to make it balance). The weapon must take a lot of space (for example 300), so only big ship can be armed with it, and it take the whole energy for two reactors to be activated.

This way, you can actually make a stationary mobile artillery in the game. Disturbing the enemy defense concentration from distant. To fight this strategy, the enemy must send a group of fast ships to destroy the ship (or station), or fight back with the same type of weaponry.

edit (added) : And I also suggest a strategic shield system that can protect your interest against such nasty weapon. This shield can only protect your ships / stations from strategic weapons (not against beam / torpedoes), it cover an area of effect, and to use it, your ship must be stationary.

Plus, if you put this shield on a station, you shouldn't put another weapon to it, as the shield will take the whole reserve energy from the ship / station. So if you stay in location, the shield will activated. But if the station / ship fire the weapon, the shield would be inactive. ( Imagine when the shield inactive and the enemy swarms your defense concentration from distant.

Added again :
- I also suggest to revamp the shield system in the game (by using the reactor power to active it). You can consider it as another type of constant power. Means, it will constantly supplied, but when the engine / weapon need it, the shield would be inactive (different to the constant power that we have now). Just imagine if you put too much power to engine and weapon, and your ship become vulnerable to the enemy attack. That would be cool.

< Message edited by Brainsucker -- 8/22/2011 3:44:08 AM >
Post #: 1
RE: My Ideas of concept of weaponry (and shield system) - 8/22/2011 5:08:30 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
Welcome to the forums...

That would exist in the 'real world'... and frankly it is my opinion that weapons of Mass destruction would be more the norm than not having them. But I think that such weapons would be employed pretty quickly by any little two bit empire on the wrong end of the war.

I like your suggested implementation of it with stations and shields and so on, but I wonder if in two weeks time you would have any planets left...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Brainsucker)
Post #: 2
RE: My Ideas of concept of weaponry (and shield system) - 8/22/2011 1:20:25 PM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
Status: offline
Thank you for the respond.

Maybe I'm wrong with saying it as Strategic Weapon (I'm sorry). But for me, Weapon of Mass Destruction has their own scale. For example, nuclear weapon is "super kill" at our "RL" time, ICBM (inter continental Ballistic Missile) can go anywhere in the world. But if we talk about space era, this ICBM is actually a short range missile.

My idea is not about nuking each other with mass destruction weapon, but actually to expand the area of combat / battle. As long as I know (for now), 4x space game is all about local space combat (close range battle) where two or more star ships meet in an orbit of a planet and fire to each others. We can impersonate Star Trek with this kind of combat style, but with the scale of Distant World, it should be more than a star trek kind of ship vs ship battle.

Just thinking, we always create the biggest ship we can build in 4x space strategy game. When we have battleship, the lesser hulls will become absolute. Who can stand against a big starship with a lot of zero point of shields and overkill number of weaponry?

So We should broaden the area of battle, have more choice in our strategy. At least, indirect fire weapon should be implemented (some kind of Artillery) But, Inter star system missile is a nice addition for the strategy choice. Just imagine, a super star ship (with more than 1000 ton and lots of weaponry) vanished just because swarmed by the enemy missiles.  Or..., if we implemented the shield system that I suggest, a big, big starship is destroyed by a frigate just because it's power source can't manage to handle every weapon, engine, and shield that the ship has.

With artillery, we can do "hit and run" tactic against a (slow) super ship. Just shower the enemy with your artillery ship from another planet. Because the super ship is slow, we can manage to harass it before it manage to reach it's fire range. If the enemy has no a fast ship, it won't be able to stand against your tactic.

(in reply to tjhkkr)
Post #: 3
RE: My Ideas of concept of weaponry (and shield system) - 8/23/2011 12:42:00 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
That is a neat idea...
And since there are ground based facilities now -- secondary capitals, troop training, cloning, robotics, research stations... it seems like yours is a good one... I would copy it and put it in the wish list section...
It is a neat idea... neat enough that the DW people might consider it for the new module out there...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Brainsucker)
Post #: 4
RE: My Ideas of concept of weaponry (and shield system) - 8/23/2011 8:35:51 PM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
Status: offline
quote:

With artillery, we can do "hit and run" tactic against a (slow) super ship. Just shower the enemy with your artillery ship from another planet. Because the super ship is slow, we can manage to harass it before it manage to reach it's fire range. If the enemy has no a fast ship, it won't be able to stand against your tactic.


You only can use that artillery against stationary, not their course changing, objects.
At these range you are thinking about, any ship even the slowest just need to break a little bit and you would miss it.

BTW you can do this hit and run tactic very fine allready, just use torpedo weapons with enough engines to stay at distance. When you fire backwards your torpedo got a better range then the torpedos of the chasing ship. Or use Fighters they work very well too.



(in reply to tjhkkr)
Post #: 5
RE: My Ideas of concept of weaponry (and shield system) - 8/31/2011 3:29:08 AM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
Status: offline

quote:

ORIGINAL: Canute

quote:

With artillery, we can do "hit and run" tactic against a (slow) super ship. Just shower the enemy with your artillery ship from another planet. Because the super ship is slow, we can manage to harass it before it manage to reach it's fire range. If the enemy has no a fast ship, it won't be able to stand against your tactic.


You only can use that artillery against stationary, not their course changing, objects.
At these range you are thinking about, any ship even the slowest just need to break a little bit and you would miss it.

BTW you can do this hit and run tactic very fine allready, just use torpedo weapons with enough engines to stay at distance. When you fire backwards your torpedo got a better range then the torpedos of the chasing ship. Or use Fighters they work very well too.



Sorry for late respond. You're right. Attacking from such distant require numerous accuracy skill. So, it could only target standing target.

(in reply to Canute0)
Post #: 6
RE: My Ideas of concept of weaponry (and shield system) - 8/31/2011 5:25:11 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
You only can use that artillery against stationary, not their course changing, objects.
At these range you are thinking about, any ship even the slowest just need to break a little bit and you would miss it.


Yes and no... if memory serves, the Russians have a torpedo that can be ballistically launched in a general direction, but then it switches to some kind of 'wake following' guidance system. That was one of the ways they hoped to sink Aircraft Carriers during the cold war -- and presumably they still have such a capability in their inventory...

So in terms of this game: Ballistically launch a weapon, and once it enters the star system have it home in on the biggest ship there with a mixture of sensors and maybe a 'hyperdrive following' sensor of some type...

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Brainsucker)
Post #: 7
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> My Ideas of concept of weaponry (and shield system) Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.844