Weapon Systems

Macross Missile Massacre

I have some concerns about the way weapons have been handled in GC, I was wondering if small ships and large ships would have drastically different loadouts, Perhaps taking a leaf out of Space Empires' book. As well as different weapons simply having different sizes, you can also research mounts that modify them. Small mounts, heavy mounts, huge mounts, spinal mounts, and the weapon systems were different for fighters ( smaller and miniaturized with different aesthetics, which would presumably be researched and unlocked along side the larger weapons)

I also want to know what sort of aesthetic the different weapons will have.. Will missiles simply be slow firing torpedos, or will they be glorious macross missile massacres? Can you colour the weapons based on your preference to give weapons a faction tailored look? Or even better can you tweak the weapon values manually? Will some weapons be fixed, requiring the ship to manouver to  fire them, or will they be rotatable turrets?



37,307 views 9 replies
Reply #1 Top

I was going to suggest something similiar with weapons not just having one size, but come in light, medium and haevy variantions. Right now I am waiting to see how the combat wil play out.

I do however agree that weapons variety is very limited and the rock, papers, scissors combat felt very cheesy in GalCiv 2.

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Reply #2 Top

I wonder how much maneuverability will have to do with fleet battles. This will hopefully be a new source of depth to ship customization and fleet makeup. Will fleets end up following mmorpg functions tank-dps (doubt any ships will heal). Will we end up having a large ship with only defenses out front to soak up fire and tons of smaller fighters with just weapons piled on pour out of these larger ships. 

Reply #3 Top

I'm withholding until combat is in but I definitely want more than the rock paper scissors of GC2.  I'm hoping that is the plan since carriers are included in this edition.  

Reply #4 Top

The original post attempts to explain what it means. I think the lost wants to keep customisation. I don't mind the idea of different weapons and defenses for different hulls as long as I can choose how to fit them like in galactic civilizations two. This post is missing examples. Sorry I don't have any. The danger about holding off opinions is that they won't have time to make adjustments.

Reply #5 Top

This is probably outside of the scope of the game, but I would love to be able to design components. So maybe you have laser technology, but you could design a heavy laser with massive batteries that greatly slowed its firing time, but increased its damage. Easier to hit large targets and do massive damage, but harder to hit small/fast targets.

Reply #6 Top

This might would work on a slider with certain amount of points where if you add in he area it will deduce to keep from being to overpowering.

Reply #7 Top

Quoting killswitch469, reply 5

This is probably outside of the scope of the game, but I would love to be able to design components. So maybe you have laser technology, but you could design a heavy laser with massive batteries that greatly slowed its firing time, but increased its damage. Easier to hit large targets and do massive damage, but harder to hit small/fast targets.

Could potentially open up fast med and slow weapon technologies. slow having the most dps but overkill/wasted dps on small ships, then fast guns with low dps but efficient dps on small ships. 

Reply #8 Top

Was just going to post a similar idea but then found out there was already a thread for it.

 

So has the option of having light/medium/heavy weapon modules been considered? It looks like the game already supports everything that is required for this idea to work from the technical standpoint (weapon ranges and rate of fire). And with the newly introduced ship tactical behavior the battles could finally get interesting.

 

I got concerned after a recent Frogboy's comment about Hull Sizes stating that in GCIII v1.0 basically bigger=better. That means even with all the modules available we would basically just try to design the biggest ship with the highest attack/defense ratings.

With introducing several weapon variants for each tech we could finally start seeing mixed fleets right from the start of the game. All ship types would be useful - from fighters and bombers through frigates, destroyers to battleships and death stars. All possible only because we could choose if we prefer to put one big slow-firing mega-cannon or several small but quick firing guns.

 

I am aware that balancing all that would be lots of work so this is probably something that could be implemented in the expansion pack. Still the idea looks great to me (at least on paper) and also seems to match with the direction the game itself is heading.

 

So, what do you think? Any chance of DEVs commenting on it?

Reply #9 Top

I remember Aurora, where you can design every single component like tracking combuter for beam weapon, beam weapon itself, turret for it and power supply, or another example: magazine for missiles, launcher, targeting computer, missile engine, probably second stage (which can be staged too) for staged missile and missile itself. Good old times...

Actually I can't find any way to make weapons of different range, accuracy or rate of fire through xml modifying.