(Suggestion) Overcharge weapons?
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- Posts: 9
- Joined: Tue Sep 04, 2012 8:32 pm
(Suggestion) Overcharge weapons?
Sorry if this has been suggested before, I couldn't see it in the search. How about an option for overcharging your weapons? Maybe different weapons could do different things, like a laser fires off four bursts instead of two, or a missile does 25% extra damage. On the other hand, it could have some negative trait; longer recharges or possible weapon damage, or what have you.
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- Posts: 151
- Joined: Sat May 05, 2012 12:42 pm
Re: (Suggestion) Overcharge weapons?
They could implement over-charging using a set amount of energy to the weapon and a check box on the weapon to say overcharge. I would put in that each shot would have 5% chance of damaging the weapon systems.
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- Joined: Tue Sep 11, 2012 6:00 am
Re: (Suggestion) Overcharge weapons?
OverCharge. random multiplier to damage (including negative multiplier) + random amount of damage to system and crew manning the system. also a very slight chance of complete failure requiring a shop to bring the weapon back online. If overcharging does get added it should be a risk where many levels of bad stuff can happen but also life saving damage boosts can be achieved. it should be a gamble and only really used when there's no over choice. ie "do i run away, die or over charge the burst laser burn it out completely and get a 4x multiplier saving my ship?"
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- Posts: 100
- Joined: Tue Sep 11, 2012 7:22 pm
Re: (Suggestion) Overcharge weapons?
I think the weapon should cost +2 energy, for the price of twice the damage (or double the bursts) and a slight chance (12,5%) of it breaking, requiring the weapons system to be repaired. No tiny chance of it breaking completely or setting on fire, because then you'll just get angry when you're really unlucky in a time of need.
Also, this extra energy cost needs to be in the weapons systems, just so you'll have to shut down some other weapon in order to overcharge one of them.
Also, this extra energy cost needs to be in the weapons systems, just so you'll have to shut down some other weapon in order to overcharge one of them.
I always have this great idea to post about when reading a thread, but I always seem to loose the subject while writing a reply, and end up not saying anything at all. I should sleep more. Is that a cookie?
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- Posts: 122
- Joined: Thu Sep 13, 2012 6:38 am
Re: (Suggestion) Overcharge weapons?
Not having played the game yet, but watching it eagerly in great anticipation, here are my thoughts about this:
If you have an option to overload your beam weapons, nothing should be randomized. You should get double damage or so, and your weapon room is severely damaged and ignites a fire in the room also. Its basically a one shot, last ditch type of strategic option.
Also, it should require maybe some kind of weapon energy capacitor augmentation and extra reactor energy to pull it off.
If you have an option to overload your beam weapons, nothing should be randomized. You should get double damage or so, and your weapon room is severely damaged and ignites a fire in the room also. Its basically a one shot, last ditch type of strategic option.
Also, it should require maybe some kind of weapon energy capacitor augmentation and extra reactor energy to pull it off.
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- Posts: 100
- Joined: Tue Sep 11, 2012 7:22 pm
Re: (Suggestion) Overcharge weapons?
Maybe there should even be a reactor overloader, which would give you enough energy to overload the weapons. Except that this would need a reactor system room that also would catch on fire.
I always have this great idea to post about when reading a thread, but I always seem to loose the subject while writing a reply, and end up not saying anything at all. I should sleep more. Is that a cookie?