Forums » Suggestions

New Avalon Types

May 14, 2003 Celkan link
Thought this one up during math class.

Self-Charging Avalon Torpedo (large port)
AKA the "Snowball Torp"
Launcher 48000c
Ammo 4000c
Max. 5
Dmg: 10000-40000
Detonation: Contact
Splash: 250-1000 meters
Energy Cost: 250
Reload: 3 sec.
Fuel: 3 min.
Range: 3km if fired from stationary launch platform
Speed: 16.66666meters/sec, approx 1km/minute

Basically, this would be a cap ship sniper tool that, when fired, would initially deal 10000 damage if detonated right after launch AND would deal splash within a radius of 250 meters. However, if not detonated, the weapon would "charge" in flight at a rate of 10k damage per 1 minute of flight. Likewise, the splash radius would grow by 250 meters per minute in flight.

With a base flight speed of one kilometer a minute, it would have to be dumbfired just outside range or just barely inside the radar range of a slow target such as the frigate. It would charge to a full damage of 40k just as it crashed into it's target.

Another variation is called the Inverse Inertia Avalon, in which the torp converts its momentum to damage given to the target. This variation, which has the same basic characteristics as the "Snowball Torp," begins to slow down after you fire it, and will eventually stop. Once it has stopped, it has reached maximum power, and acts like an extremely powerful mine. (I believe Phoenix was experimenting with making Avalon mines) The torp sits in place for about 30 seconds, then explodes of its own accord, if nothing has set it off already.

The "snowball" nick was Tempest's idea.

Comments?
May 14, 2003 Celebrim link
Once frigates move this would be pretty useless - they'd easily get out of the way. While the frigate is stationary, this is a pointless exploit. Somewhere in between is an interesting idea, but I think the biggest problem is that no fighter should be allowed to snipe at a capital ship. Capital ships can snipe at each other, but a fighter level weapon should in general only be employable within the range of a capital ship's defences. Otherwise the manueverability and speed advantages of a fighter are absolute and capital ships become to a certain extent a pushoever (as this stationary ship is against Avalon sniping).
May 14, 2003 Celkan link
Exactly as I was saying to Tempest (and he was saying to me) at lunch.

When we find out the speed values for a frigate (by the way I heard a1 said he thought he broke his frigate last night lol), then we would be able to use that data to adjust the values for the ideas I mentioned. We could make the torp charge faster, but require more energy. we could make it require TWO large slots instead of one. we could lower the max ammo amount. we could increase its speed along with the charge rate. There's a bunch of ways around it being an exploit, and some of them are all just altering it slightly.
May 14, 2003 Tempest link
The nickname, in case it doesn't make sense to people, is for a snowball gathering energy as it rolls down a hill. And for the record, The Inverse Inertia Avalon was my idea too. I don't agree that this should be a sniper weapon. I think this should primarily be employed by cap. ships against their own kind.
May 14, 2003 Celebrim link
In a general sense, I've had the same sort of idea for a capital ship level 'sniping' weapon that they might use against each other. The idea though was not based on increasing damage over time, but on increasing velocity:

Drone Launcher: Cost 90,000cr
Size: Very Large
Energy: 25/shot
Speed: 30 m/s + 5 m/s^2 (max. 220 m/s)
Agility: Medium
Damage: 32,000
Proximity: Contact
Explosion Radius: 270m
Range: ~3 min. (roughly 34km)
Repeat: 1/2 sec.
Ammunition: 5 (12000cr each)
Special: The Drone is targetable and can be shot down. Each has 6,000 h.p.

The fighter level version of the same idea isn't homing.

Streak Rocket Launcher: Cost 2400cr
Size: Small
Energy: N/A
Speed: 70 m/s + 10 m/s^2 (max. 170 m/s)
Damage: 850
Proximity: 25m
Explosion Radius: 50m
Range: ~10s (roughly 1250m)
Repeat: 1/2 sec.
Ammunition: 12 (80cr each)
May 14, 2003 slappyknappy link
I actually had a similar idea in an older post: basically add in factors regarding minimum ranges, maximum ranges, and having the relative range (distance after fire) factor into the velocity and/or the damage and splash area... the thought of having a quake-II style BFG that grew in area of effect but dwindled in power, or a propelled rocket that picked up speed and damage the further it went.

Not saying I was the first to think of this, though, they're all fairly old ideas taken from the bowels of sci-fi... and I still think they have a place in this universe (although hard to implement without first balancing what we have)

I seem to remember, though, that no one liked the idea when I last posted it.