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Weapons Tiering and Progression (Part 1 - Energy Weapons)

Discussion in 'Feature Suggestions' started by Arctic, Mar 1, 2015.

  1. Arctic

    Arctic Giant Robot Advocate

    • Tester
    Obviously, as the player progresses, their weapons should become more powerful not only to combat new threats but to combat them more effectively.

    There are multiple distinct types of weapons, split into two families: Energy and Ballistic. Energy weapons work by applying energy to a target until it becomes randomized enough that it is incapacitated, while Ballistic weapons operate by firing a fast-moving projectile. You get the idea. Aliens would generally operate Energy weapons, while human technology such as railguns, rocket launchers, etc, all fall on the side of ballistic, more or less.

    This is how I think the SoA weapons system should work and why, if it's not clear.

    ENERGY WEAPONS are somewhat more powerful than ballistics, and have zero recoil. However, energy weapons dissipate over longer distances, so OP mile-off laser sniping isn't possible. I'm also pretty sure that this is how it actually works; laser pointers will not travel to the moon. Additionally, these weapons do not require ammunition, only generic and easily producable electricity, so logistics are much easier. Energy weapons also tend to super-heat the air to the target as well, meaning that these weapons are very poor in terms of stealth as this gives off a tell-tale glow and often also an accompanying crack associated with ballistics. The advanced nature of lasers and power also make these weapons harder to research and more expensive to build. Maintenance is also a larger problem with this type of weapon. However, in the story campaign, they are fairly easy to obtain from the corpses of aliens. You horrible person.

    Being in the hands of the aliens means:
    - No frustrating long-range insta-kill in singleplayer in the early game
    - Armour is more effective vs aliens
    - Player cannot use captured alien weapons for extended periods of time due to poor electrical production facilities in the early game
    - Aliens are easier to spot, at least in early game

    This type of weapon includes (In rough order of advancement:)

    - Pulse lasers
    Pulse lasers are the kind of laser weapon the player can start off making. Due to heat dissipation issues, the weapons are wired to only fire for short periods of time, often 20 - 50 milliseconds depending on the weapon's role. These do more DPS than beam lasers, but cannot fire continually. They are also reasonably cheap to build. Rifles, pistols, and SMGs make up the bulk of this tier.

    - Beam lasers
    This type of laser weapon is what the aliens start off being able to field. Pulse lasers are reverse-engineered from these. It soon turns out that the issue is that you were putting too much power into the laser, causing heat issues. Lowering the power solves this, allowing your weapons to function much like the aliens', and more energy-efficiently to boot, but at the cost of raw damage. These are the most energy-efficient type of energy weapon, and are very well-rounded in other respects. They are as cheap as pulse lasers to build. This type of weapon does not overheat.

    - Beam plasma
    Beam plasma weapons are first fielded by the aliens. They spit out a continuous beam of superheated gases in an attempt to destroy whatever the hell it is you want to destroy. They do more DPS than lasers, but are a little harder to control due to recoil from the plasma, and are vastly shorter-ranged. Additionally, they suffer from overheating. This means that Beam Plasma weapons work best in shotgun-type roles, working best in urban or CQC situations.

    Telepike weapons utilize teleportation technology to literally teleport a chunk out of their target. This way, the weapon does tremendous armour penetration, practically ignoring armour, but suffers from serious energy woes. The weapon does fairly little overall damage, but completely ignores armour, making it an excellent choice for attacking the weak-points on armoured vehicles. There is also a hard maximum range, past which the strain of teleporting air particles becomes too great and the miniature teleporter gives out. Energizing particles for teleportation (The "Target" must ostensibly be touching the teleporter, even if it is only through the atmosphere) means that the weapon leaves behind a highly visible bright trail. Where does it go? Who knows? Who cares? This type of weapon is excellent for marksmen, but not long-ranged enough for snipers. Typically, these tend to be heavy pistols and marksman's rifles.

    - Fusion pulse
    "Phenomenal cosmic power, itty-bitty living space."
    The invention of late-game fusion reactors allows this type of powerful weapon to exist. They are incredibly powerful, consisting of a fusion reactor that siphons off plasma to electromagnetically accelerate and fire at enemies. Does the highest damage of all weapons, but again suffers from dissipation over distance. However, it makes for a tremendous space-space weapon.

    + Powerful
    + Easy to use
    + No bullet drop
    + Logistics are much easier
    - Energy weapons dissipate over distance
    - Often easily spotted
    - Expensive
    - Difficult to maintain
    - Indirect fire impossible

    Continued due to 10k letter limit
    Last edited: Mar 5, 2015
    Arctic, Mar 1, 2015
    Last edited by Arctic; at Mar 5, 2015
  2. tetryds

    tetryds cus tet, that's it

    • Member
    You could have simply doubleposted here.
  3. Danarkivus-2

    Danarkivus-2 Back Into Space

    • Member
    this is good. but when how early would the player be able to get energy weapons. if aliens are on the planet and the player could used them once they kill an alien that would mean you could get energy weapons really early unless you would be unable to kill the aliens until a cretin technological level.
  4. Jpr

    Jpr Industrial Re-revolutionist

    • Member
    What about electrolasers?
  5. Arctic

    Arctic Giant Robot Advocate

    • Tester
    You know, that never occurred to me.
  6. Arctic

    Arctic Giant Robot Advocate

    • Tester
    Ah, good question. I planned for thus: using non removable batteries makes logistics much easier but it also means that someone without access to a good source of power, ie early game player, cannot use the weapon for an extended period of time and must eventually discard it as they are unable to power it. As such, it is possible to use stolen alien weapons but you won't be able to keep using them. Seems better than just copping out and going "Nope can't use this" if their number isn't good enough.
  7. Danarkivus-2

    Danarkivus-2 Back Into Space

    • Member
Similar Threads: Weapons Tiering
Forum Title Date
Feature Suggestions Weapon Tiering and Progression (Part 2 - Ballistic Weapons) Mar 1, 2015
Feature Suggestions SOA Weapons Apr 27, 2015
Feature Suggestions Targeting For Artillery/Orbital Weapons May 1, 2014

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