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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Mod ideas

RogerN's picture
Submitted by RogerN on Wed, 2007-07-18 15:29. SE:V MODs

I hope to make my own mod very soon now. I'll start off simple - revamping the weapons - and move on to bigger things next. This post is just a dumping ground for my current weapon ideas Smiling

My primary goal with these weapon modifications is to increase the variety of weapon configurations seen in the game. Ideally, players would relatively quickly gain access to the various weapons. But, depending on each player's play style, the weapons have very different uses.

-- Ballistic Weapons --
A variety of ballistic weapons become available as research progresses. All of them, however, have a few things in common:
1. Ballistic weapons require ordnance
2. Ballistic weapons tend to be inaccurate (think DUC from stock)
3. Ballistic weapons use mostly minerals for construction

Autocannon-20
This is your basic ballistic pea-shooter. Its stats are average all across the board; it has no great strengths, but no huge weaknesses, either. It can fire at fighters.
Tech Level 1
Mass 20
Cost 150/0/50
Damage Type "Normal"
Damage 17-23
Reload Time 2
Base Range 85

Autocannon-30
Very similar to the AC-20, this autocannon packs a little more punch. Its increased firepower is gained at the cost of additional mass and slightly decreased range.
Tech Level 2
Mass 30
Cost 250/0/80
Damage Type "Normal"
Damage 30-36
Reload Time 2
Base Range 70

Fragmentation Cannon
A space-borne version of the shotgun. Its combat statistics aren't impressive, but it's dirt cheap for its size; vehicles outfitted with fragmentation cannons can be built in a hurry thanks to reduced costs. Drawbacks include short range and unpredictable performance.
Tech Level 3
Mass 50
Cost 250/0/0
Damage Type "Normal"
Damage 0-72
Reload Time 1
Base Range 60

Gauss Rifle
High-powered magnets propel massive slugs at ridiculous speeds. You better hope your first salvo destroys the target, because it's going to be a while before you can reload. The weapon has a long range and packs a wallop, but cannot cannot compete in pure damage/sec over the long run. Also, it really sucks when you miss.
Tech Level 4
Mass 80
Cost 350/0/650
Damage Type "Penetrating" *
Damage 330-370
Reload Time 8
Base Range 115

NS Machine Gun
The naval-series machine gun churns out the highest damage/sec of any ballistic weapon. Its raw power comes at a price, though - the gun chews through ammunition at an astonishing rate.
Tech Level 5
Mass 40
Cost 420/0/100
Damage Type "Penetrating" *
Damage 17-23
Reload Time 0.5
Base Range 70

* "Penetrating" damage type - normal damage to shields and armor, but 20% of damage leaks through armor to internals. Heavy armor reduces the penetration to 7%.

-- Energy Weapons--
Rather than dividing energy weapons into beam weapons and pulse weapons, this group includes both types. Energy weapons have several qualities in common.
1. Energy weapons do not require ordnance
2. Energy weapons typically get less damage/sec than ballistic weapons
3. Energy weapons are extremely accurate, making them an excellent choice against highly evasive targets
4. Energy weapons tend to cost more radioactives

Anti-Proton Beam
The same basic concept as the stock weapon, but combat stats are modified. This is an all-around average beam weapon.
Tech Level 1
Mass 30
Cost 75/0/225
Damage Type "Energized" *
Damage 17-23
Reload Time 2
Base Range 80

Meson Blaster
This is the only pulsed energy weapon (which means it's also less accurate than other energy weapons). Unlike other energy weapons, it can target fighters.
Tech Level 2
Mass 20
Cost 50/0/150
Damage Type "Energized"
Damage 20-24
Reload Time 2
Base Range 70

Disrupter Beam
Although extremely expensive, the disrupter beam has a nasty effect on unarmored targets. Shields take normal damage, and armor takes slightly increased damage, but internals suffer massive disintegration when hit.
Tech Level 3
Mass 40
Cost 150/0/400
Damage Type "Disintegration"
Damage 48-56
Reload Time 3
Base Range 80

Positron Beam
The thrifty man's beam weapon. Its short range is a definite drawback in combat, but the price is right.
Tech Level 4
Mass 50
Cost 25/0/225
Damage Type "Energized"
Damage 23-27
Reload Time 1
Base Range 60

Incinerator Beam
High-powered disintegration from a long range. Just be sure to pack a lot of supplies for the trip hope, 'cause this beam weapon consumes vast amounts of power to fire.
Tech Level 5
Mass 80
Cost 400/0/600
Damage Type "Disintegration"
Damage 290-310
Reload Time 8
Range 100

* "Energized" damage type - shields take an extra 25% damage. Armor and internals take normal damage.

* "Disintegration" damage type - shields take normal damage. Armor takes slightly higher damage. Internals take heavy damage.

‹ How can I make my own desing types? Are there any MODS that work with the Balance Mod ›
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Re: Mod ideas

Submitted by ajm5k6 on Wed, 2007-07-18 16:53.

Seems very interesting. You and me have a lotof the same ideas friend. I would like to see how you do Disintergration damage type. Maybe we could help each other.

The courage to endure.

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BlueTemplar's picture

Re: Mod ideas

Submitted by BlueTemplar on Thu, 2007-07-19 05:17.

Did you thin about making a very powerful weapon that would fire only once in combat? (versions: very long range, or 10 range to simulate something like a burrowing ship, or a electric discharge on contact...)

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RogerN's picture

Re: Mod ideas

Submitted by RogerN on Thu, 2007-07-19 08:54.

Quote:
I would like to see how you do Disintergration damage type.

The data files make it look easy, actually. Each damage type has a property called "Internal Damage Percent", which multiplies the damage done to internals.

Quote:
Did you thin about making a very powerful weapon that would fire only once in combat?

That might be an interesting addition. I'm not sure if it could work, though. The weapon would need an extremely long reload time. But do weapons begin combat fully charged? I haven't experimented with that.

I had another idea which I don't think is possible (yet), but maybe I could get it added Smiling It'd be nice if damage types could have a % chance of skipping armor. In other words, the weapon is just absorbed by armor 95% of the time, but 5% of the time it goes straight through.

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BlueTemplar's picture

Re: Mod ideas

Submitted by BlueTemplar on Thu, 2007-07-19 19:03.

And you could simply make armor leaky. That helps a lot in diffentiating the weapons.

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RogerN's picture

Re: Mod ideas

Submitted by RogerN on Fri, 2007-07-20 09:01.

Some more ideas. This time I'm thinking about redoing all the engines. I'm considering replacing the various engine techs with a single tech called Propulsion.

All engines gain slight speed improvements with increases in Propulsion tech. Engines provide a base level of supply which does NOT increase with tech level - you should research Resupply if you want more supplies Smiling

Tech 1: Ion Engine
The standard engine. All-around average stats.

Tech 2: Impulse Engine
Dirt cheap, but it's fuel-hungry (+20%) and extremely fragile in combat (25% structure).

Tech 3: Contra - Terrene Engine
The fastest engine. Speed comes at a price, though. It guzzles supplies (+30%) and costs a bit more.

Tech 4: Beryllium Thruster
Designed for reliability, this engine is battle-hardened so that it can absorb three times the damage before being destroyed. It is a little slower (-10%) than standard Ion Engines.

Tech 5: Gravitic Engine
A very fuel-efficient engine. It uses less than half the supplies to move the same distance as an Ion Engine. Construction costs are a bit higher.

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Re: Mod ideas

Submitted by solanrix on Sun, 2007-09-16 04:26.

http://www.spaceempires5.com/en-US/node/3849#comment-26451

this mod has many of the same ideas, maybe u should share

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