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[Survey] Unique gravship weapons

Hey everyone and welcome to a quick survey post!

As you know, Chapter 1 introduced some gravship weaponry: notably the Gauss gun, Javelin pod, Anticraft caster and point defense turret.

Chapter 2 is also bringing quite a lot of new gravship weapons into the mix. Gauss howitzer, Javelin launcher and Anticraft emitter are the three bigger cousins of the weapons from Chapter 1.

However, I'd like to add more unique weapons, but I don't necessarily want to make them craftable all the time, because I don't want to bloat away the three main pillars of gravship weaponry which is the Beam, the Gauss and the Missile.

Think Imperial Zeuss cannon, or antigrain torpedoes, or incendiary javelin missiles, or big autocannon. Turrets that have a unique niche, a specific 'oh that's cool' moment, something you usually want to have one of.

I've provided some answers in the poll and I'd like to see what you think.

Comments

what do you think about weapon powered by pawn bioenergy? pawns enter a pod and then weapon draws energy from pawn by aging, malnutritioning and inflcting increasing withdrawal like effects on the pawn. I like when there are desperate solutions which then may also require desperate fixes afterwards.

Andrius

I like the idea of quests to get prototypes, that evolve with the player. you get a Grav jumper and do a quest to get a terrible little turret. Then like the generator you slowly upgrade it and change it. When you have a full Grav ship, it is a hardy torpedo launcher, and when you have a massive Grav Hulk it's a huge cannon that can blast though enemies.

Owen Ruff

My warm air; > Why not all of the above in one degree or another? But mostly I want my stuff to come from; > Looting unique powerful weapons from enemies / bosses you defeat on the way or that appear as ''optional'' bosses. Just line in many RPG's you got to beat that insanely powerful Ultima Weapon if you want the best gear. Have some lootables start as prototypes (you did get a pretty trashed version after the battle after all) > Buy unique weapons or blueprints from each faction: Imperials (based on title), trader federation (buy with lots of cash) and maybe find some unique blueprints on mechanoid bases / quest locations. I personally prefer some reliable way get some kind of weapon or item. I don't like gacha mechanics too much and relying on entirely getting the weapons through quest rewards is too RNG for me. Don't hand them out for free but let us work for them.

Brutus Albion

I think it should be available thanks to tech prints. It would be interesting if the turrets worked differently in zero gravity. Alternatively, perhaps similar to the generator, using the weapon unlocks an upgrade.

Dominik Wojnar

Yes, spinal guns should be modular like in SOS2

Maurits Franken

Superweapons should be a work-in-progress, just like the Generator.

Silverskene

I love the blueprint then you can build them idea, plus you can always either have a gravcore requirement for ones that are extra powerful to limit building them too fast. Additionally if you need to gate one a bit more you can have 2 or 3 blueprints needed to complete the plans before you can build.

mytigio

I have an opinion, that in this game only archotech should not be craftable, everything else should be possible (even ultratech but with some hassle). We have mechtech, biotech etc. Jump from small gun to a bigger gun seems reasonable. I vote for prototype system but only if we're assuming it will include other items maybe even from other mods, otherwise we're starting to have too many systems bloat.

Dawid Ziobrowski

Trade ships, small raider run satellites, orbital bombardment stations etc. Just because I said gravships won’t be common doesn’t mean combat won’t be a regular occurrence!

Oskar Potocki

On the topic of enemy gravships being rare boss fights. Totally reasonable since the tech is rare and having too many would be lore breaking. However what doesn't seem to be rare at all are trade ships and I wonder if there is any possibility we could raid or encounter trade ships in near orbit. That would be a way to allow more frequent ship on ship combat and boarding action. Though I'm sure it may not be easy to implement.

Ennek

They could only be recoverable from a "crashed ship" that generates a quest really far away. This requires the gravship to go get them and doesn't bloat research or dilute quest reward pools. You could also make it damaged, but studiable, allowing the player to build their own after finding the first; similar to the ARC from that mod.

Jacob

We're talking industrial-spacer tech. Just very niche designs, such as EMP torpedoes or long range anti-infantry guns.

Oskar Potocki

Depends on their tech level. If they are some sort of mechanoid or glitter world tech, a few rare blueprints or captured examples and now you can build them as you like. Something on the tier of Archotech where laws of physics are shattered, you have to recover them as salvage or quest rewards.

Rad Hazard


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