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Anisoptera Games - View topic - Weapons & Modules Suggestions Summary List
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Weapons & Modules Suggestions Summary List 
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Last edited by Agent S-315 on Tue Jun 02, 2015 10:48 pm, edited 40 times in total.



Wed Oct 08, 2014 7:50 pm
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A weapon idea I had was for an ion cannon. It's not exactly original but I think it would work well in with the games mechanics. The basic idea is that it would be a weapon that would do low to no damage to armor and such but would do extremely high damage to shields. Additionally the ion cannon would drain energy from ships as well reducing their ability to fire. To balance it out so you didn't end up just flying in and reducing everything around you to floating bricks the ion cannon would have a slow firing rate, relatively short range (think auto cannon) and would have a rather large cost of power per shot. This would hopefully make it useful but not totally overpowered.


Thu Oct 09, 2014 1:26 pm
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Dude, this is an idea summary thread...

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Thu Oct 09, 2014 1:57 pm
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We probably use this thread to list the idea about Weapons and Modules that people come up with in the suggestion thread.
You might just check in this thread sometimes, maybe it could give you an inspiration.
It would be nice if Arthur just pin this thread along with the suggestion thread, this will probably be updated.

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Sun Oct 12, 2014 6:04 am
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I stickied it. Summary threads are really useful - there have been a lot of great suggestions and I don't want to loose track of them while I'm working on other things.


Mon Oct 20, 2014 5:22 pm
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1. Modular lasers. Guess that can be another unique faction feature. Even two, charging pulse lasers and continuous beam lasers alone.
2. Chain lightning weapons (affects multiple ships)
3. Defense drones, tougher and with longer lifespan, circles around your ship and protects it.
4. Flamethrowers. Either plasma discharges that affects area and loses it's energy, or uses a cone of continuous damage. (Umgah, Ilwrath Star Control 2)


Sun Jan 25, 2015 1:44 pm
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My thread on improving faction 3 included an idea for a unique weapon, so I'll repost that here:

A part launcher gun, that uses R as ammunition and fires little penrose shapes at fairly low range, but reasonably high rate (mostly with the purpose of blocking large cannon shots and repairing the ship)


Wed Jan 28, 2015 7:52 am
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Guess that can be another unique faction feature












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Thu Feb 05, 2015 9:58 pm
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Thumper- When the trigger is held, charges up. Can be charged up to a maximum of 3 seconds. When released, it will release a massive field of energy, destroying parts and vaporizing shields. The longer charged, the more damage/shield disruption is dealt.

Detonator- When triggered, the block will make a tiny explosion if it is still attached to the ship. This will detach anything connected, allowing you to easily remove extra weight to get away. It could also allow you to nurture new ships growing within the main ship, then open a little gate to allow them to exit. If detached from the ship, they will act like mines, with larger explosions. They wait 5 seconds before starting to regenerate.

AI Pod- This allows a small section of your ship to be ruled by an AI. You can attach certain guns to it, and then let it fire independently of you. If it is detached with a detonator, then it will act like its own individual ship. It will cost R to create, equivalent to the P required to make the guns and parts it controls.


Fri Feb 06, 2015 3:33 pm
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Ideas for Faction 4:

Turret Cannon Attacher Module - Essentially a turret housing for the cannon, the cannon must be attached separately and as the turret has more modules for the cannon attached, it gets slower, as if it wasn't slow enough already.

Turret Module Speeder - Essentially speeds up the turret ever so slightly, put multiples to see a decent rotation speed increase for the turret.

Ballistic Module - Essentially adds a blast radius (which is very tiny). Add more to the cannon to increase the size, but beware, it makes the cannon shoot slower.

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