Re: [WEAPONS PACK] GO BALLISTIC! version 1.1
Posted: Wed Jul 15, 2015 8:52 am
Hello people. Sorry for the delay, technical issues, internet issues, mod related issues and tinkering, and my pet birds death have kind of pushed this further and further away from the original goal for the release date.
In GO BALLISTIC! patch 1.1 "GAUSS WHAT!" [a patch!] we will release a new weapon into this mod update as well as tinker with the currently existing weapons.
These weapons specificly of what I speak off is powered by coils of electromagnets and have a whole lot of range and moxy. I present to you, the Coil gun and the Gauss rifles!
The Coil gun has sets of coils wraped around the barrel, exposed to the cold enviroment and thus the weapon cools off faster thus allowing it to fire more often then it's brother the Gauss rifle. However due to lack of protection and a more primitive barrel it has worse short range accuracy and worse peformance in areas with derbry and such, like astroid fields*.
The Gauss Rifle however has an improved barrel and casing around the coils, thus giving this more sleak weapon better accuracy over the Coil Gun in the short range combat. As well as a higher velocity.
Both weapons have high velocity and can cause breaches quite easily as well as pierce 1 shield.
* in a future update to this mod. There will be blue options for these two weapons themed on the range. They will be able to shoot at an enemy ship before engagement. Which can lead to hindering and damaging the enemy ships systems (the enemy ship will be weaker rather by lower system level, lower crew count, etc),or cause the enemy ship to flee as they are out ranged in this fight. Another possible event is that a premature death to the enemy ship if you get a lucky hit.
This blue events will add a different flavour to the game and will cause interesting encounters and ways to play the game hopefully. In a similar manor as some CE modules. There will be more ranged weapons from me in the future but first I need to learn how to code events and I decided this is an easier way to start then making complete events off by scratch for my overhaul mod in the works; FTL:EB.
Also I know both weapons are the same but with different names but in this instance I chosen different names based on visual appearance.
Weapons planned for 1.2 (the patch after 1.1) are...
Hyper-Assault Gauss rifles (HAG), which is like the Gauss equivalent of the LB-X Autocannon. (Yes, the 'shot gun' ).
Rail gun (longer reload, higher velocity, possibly more damage, but using the charge mechanic of FTL to improve it's damage [working on more ideas then simple 'damage' with this one. Wondering if the charge mechanic can possibly increase velocity]
Anti Personal Gauss Rifle (AP Gauss), smaller Gauss rifle weapons used to hurt people and systems then the ships hull.
Gauss Rifle Defense drones, high velocity mid-long reload defense drones
HAG Offensive drones.
Weapons planned for patches beyond 1.2...
Machine guns
Machine gun arrays
Light and Heavy Machine guns
Anti Ship and Anti Ship Battery variants of the HAG, Gauss, Coil, and Rail guns.
NOTE:
I am looking for beta testers to test the new weapons before release for final balancing judgements and such.
All beta testers will be named in the credits of this mod and in the final FTL:EB credits as well as [possibly] receiving extra content from this mod that could be possibly released in the future as well as cut content.
The Beta version of this mod will have slightly decreased rarity for all weapons in the mod.
I have to give a reminder that due to my internet problems currently the test build for this mod will not be delivered until later this week or sometime next week.
In GO BALLISTIC! patch 1.1 "GAUSS WHAT!" [a patch!] we will release a new weapon into this mod update as well as tinker with the currently existing weapons.
These weapons specificly of what I speak off is powered by coils of electromagnets and have a whole lot of range and moxy. I present to you, the Coil gun and the Gauss rifles!
The Coil gun has sets of coils wraped around the barrel, exposed to the cold enviroment and thus the weapon cools off faster thus allowing it to fire more often then it's brother the Gauss rifle. However due to lack of protection and a more primitive barrel it has worse short range accuracy and worse peformance in areas with derbry and such, like astroid fields*.
The Gauss Rifle however has an improved barrel and casing around the coils, thus giving this more sleak weapon better accuracy over the Coil Gun in the short range combat. As well as a higher velocity.
Both weapons have high velocity and can cause breaches quite easily as well as pierce 1 shield.
* in a future update to this mod. There will be blue options for these two weapons themed on the range. They will be able to shoot at an enemy ship before engagement. Which can lead to hindering and damaging the enemy ships systems (the enemy ship will be weaker rather by lower system level, lower crew count, etc),or cause the enemy ship to flee as they are out ranged in this fight. Another possible event is that a premature death to the enemy ship if you get a lucky hit.
This blue events will add a different flavour to the game and will cause interesting encounters and ways to play the game hopefully. In a similar manor as some CE modules. There will be more ranged weapons from me in the future but first I need to learn how to code events and I decided this is an easier way to start then making complete events off by scratch for my overhaul mod in the works; FTL:EB.
Also I know both weapons are the same but with different names but in this instance I chosen different names based on visual appearance.
Weapons planned for 1.2 (the patch after 1.1) are...
Hyper-Assault Gauss rifles (HAG), which is like the Gauss equivalent of the LB-X Autocannon. (Yes, the 'shot gun' ).
Rail gun (longer reload, higher velocity, possibly more damage, but using the charge mechanic of FTL to improve it's damage [working on more ideas then simple 'damage' with this one. Wondering if the charge mechanic can possibly increase velocity]
Anti Personal Gauss Rifle (AP Gauss), smaller Gauss rifle weapons used to hurt people and systems then the ships hull.
Gauss Rifle Defense drones, high velocity mid-long reload defense drones
HAG Offensive drones.
Weapons planned for patches beyond 1.2...
Machine guns
Machine gun arrays
Light and Heavy Machine guns
Anti Ship and Anti Ship Battery variants of the HAG, Gauss, Coil, and Rail guns.
NOTE:
I am looking for beta testers to test the new weapons before release for final balancing judgements and such.
All beta testers will be named in the credits of this mod and in the final FTL:EB credits as well as [possibly] receiving extra content from this mod that could be possibly released in the future as well as cut content.
The Beta version of this mod will have slightly decreased rarity for all weapons in the mod.
I have to give a reminder that due to my internet problems currently the test build for this mod will not be delivered until later this week or sometime next week.