Modular Weapon Systems
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Modular Weapon Systems
I like the modular weapons subsystems and what the team has done with the modest system, but would I would like to make some suggestions.
The the 3x, 6x, artillery, and pulser weapons feel too big for the destroyer. Scaling them down to 0.9 would make a big difference. There damage could be scaled as well to represent the difference between a cruiser weapon and a destroyer weapon. Which is found in the vanilla Homeworld 2 with the BC kinetic cannons vs the destroyer kinetic cannons.
And what happened to the 2x kinetic cannon for the destroyer? I think the modular destroyer should be built with the original 2x kinetic cannon as the base weapon and upgrade from there.
With the inclusion of the torpedo silo (Rapid Bomb Rocket) do we still need the old turreted torpedo launcher that only fires 2 torpedos? And the torpedos look too big to fit inside the turret...
The the 3x, 6x, artillery, and pulser weapons feel too big for the destroyer. Scaling them down to 0.9 would make a big difference. There damage could be scaled as well to represent the difference between a cruiser weapon and a destroyer weapon. Which is found in the vanilla Homeworld 2 with the BC kinetic cannons vs the destroyer kinetic cannons.
And what happened to the 2x kinetic cannon for the destroyer? I think the modular destroyer should be built with the original 2x kinetic cannon as the base weapon and upgrade from there.
With the inclusion of the torpedo silo (Rapid Bomb Rocket) do we still need the old turreted torpedo launcher that only fires 2 torpedos? And the torpedos look too big to fit inside the turret...
Odie_76- Posts : 52
Reputation : 3
Join date : 2013-05-07
Location : Hurricane, Utah
Re: Modular Weapon Systems
Good points there, especially the turreted torpedo launcher.
As an example, the US Navy in late WW2 had a standard turret which it had mounted on many of its warships, from Destroyers up to carriers and battleships. It was the main armament on a DD and the tertiary (or thereabouts) armament on a BB. In designing modular weaponry we should adopt a similar approach. The turret or weapon system ought not to be too large for the ship it is placed on.
As an example, the US Navy in late WW2 had a standard turret which it had mounted on many of its warships, from Destroyers up to carriers and battleships. It was the main armament on a DD and the tertiary (or thereabouts) armament on a BB. In designing modular weaponry we should adopt a similar approach. The turret or weapon system ought not to be too large for the ship it is placed on.
ALC- Posts : 685
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Join date : 2013-05-08
Re: Modular Weapon Systems
Should be done eventually, but this is not a priority.Odie_76 wrote:
The the 3x, 6x, artillery, and pulser weapons feel too big for the destroyer. Scaling them down to 0.9 would make a big difference.
They are standard capital class weaponry. The difference between the two ships is that the cruiser is able to house 1 more gun as well as superior torpedo silos, AND can get an ablative shield, once it's researched. Add the heavier armor, the pulsar and point defense guns to that. Really, the cruiser is a far heavier chassis than the destroyer even with standardized weaponry.Odie_76 wrote:
There damage could be scaled as well to represent the difference between a cruiser weapon and a destroyer weapon. Which is found in the vanilla Homeworld 2 with the BC kinetic cannons vs the destroyer kinetic cannons.
Another reason why this is required is to nerf the hiigaran endgame by a small margin.
This is exactly what we're going to do, once there is time. It'll probably be done in the coming 8.6 release (also 8.5.2 is incoming).Odie_76 wrote:And what happened to the 2x kinetic cannon for the destroyer? I think the modular destroyer should be built with the original 2x kinetic cannon as the base weapon and upgrade from there.
Which exact one are we talking about here? The modular turreted torpedo launcher? I'd like to standardize weapons completely for 8.6, but that is a huge job. The silo can take over the field instead of the turreted launchers.Odie_76 wrote:With the inclusion of the torpedo silo (Rapid Bomb Rocket) do we still need the old turreted torpedo launcher that only fires 2 torpedos? And the torpedos look too big to fit inside the turret...
Re: Modular Weapon Systems
Nakamura wrote:
Which exact one are we talking about here? The modular turreted torpedo launcher? I'd like to standardize weapons completely for 8.6, but that is a huge job. The silo can take over the field instead of the turreted launchers.
Yes the modular turreted torpedo launcher. The direct bomb launcher that launches the smaller rockets would be good to keep as a short range anti-fighter/corvette weapon that when upgraded could fire anti-missile rockets.
I have been working on my own to standardize weapons and have gotten pretty far with the Hiigaran weapons. You are welcome to have a look at them...
Odie_76- Posts : 52
Reputation : 3
Join date : 2013-05-07
Location : Hurricane, Utah
Re: Modular Weapon Systems
I think that we have more than enough anti-missile systems on the hiigaran side. I'd even call them overpowered in that regard. The point of the direct bomb launcher is that it cannot be stopped by anti-missile weaponry. If a player can see that there is AM coverage, but no defense fields, they would opt for picking DBL-s.
I'd like to see your standardization for sure.
I'd like to see your standardization for sure.
Re: Modular Weapon Systems
I have those modular weapons working with MODEST. I will send a link.
I thought MODEST found a way to allow for pre-built subsystems? I have tried implementing that and only the pre-built subsystem shows in the build menu for the modular cruiser and destroyer. The Sentinel works correctly. I am guessing there is something in the Complex Code that affects the build menu?
I thought MODEST found a way to allow for pre-built subsystems? I have tried implementing that and only the pre-built subsystem shows in the build menu for the modular cruiser and destroyer. The Sentinel works correctly. I am guessing there is something in the Complex Code that affects the build menu?
Odie_76- Posts : 52
Reputation : 3
Join date : 2013-05-07
Location : Hurricane, Utah
Re: Modular Weapon Systems
As far as I know, it has, yes. Added new ships to it, added different icons (Basically replaced the old with new.), changed the overall color (Which we need to redo, but that's when we are in 8.7 or later.) and I think they added tabs to the build, dock and research list.
Re: Modular Weapon Systems
Checked the weapon systems. This is a ton of work to implement. 8.7 would be a realistic time frame.
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