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professor_curly
Mar 4, 2016

There he is!
Does it happen if you only fire a single spread of 4? Is it tied to distance from the ship, or does it seem to happen at a specific time after firing?

Also take a closer look when firing a single projectile to see if it happens then as well, but less noticeably because there isn't a handy comparison group next to it.

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professor_curly
Mar 4, 2016

There he is!
Independent Weapon Ideas

Frontier Revolver - A slow firing but powerful weapon which uses entire canisters of plasma with each shot, loaded by a large rotating cylinder. The plasma canisters used in this weapon are standard fuel cells for prefabricated fusion reactors which are common in independent settlements. Each shot could provide power to a medium sized settlement for a month.

Alt Firing Mode - Plasma Fan: The weapon rapidly discharges all the loaded plasma cylinders at once in a devastating barrage, but the weapon will be unavailable until the canisters recharge.


Railgatling - A rotating set of charged electro-magnetic rails. The rotation of the firing assemble ensures each set of rails is fully charged before the next shot and drastically reduces wear and tear, allowing for extremely high rates of fire. Physical proof of the phrase "necessity is the mother of invention," the exact method of construction is a closely guarded secret of the tinkers and defense forces in outer settlements.

Fires extremely fast projectiles at a high rate of fire. Gimmick Firing idea - have the weapon firing be bound to a scroll wheel, it fires as fast as the wheel goes.


DS-X Pattern Mining Laser Named for the X small lasers involved in its construction, the DS Pattern is an improvised mining system that uses many small lasers converging fire at a single point to replicate the power of larger and more advanced lasers. Fires in an hourglass pattern, dealing higher damage the closer to the convergence point the target is.
Higher levels add more lasers/have a bigger X


Trinket?
Asteroid Wrangler - Automatically/Randomly targets a nearby enemy and lassos them, disabling their weapons. Can be used to swing enemy ships into one another. (Alternatively you reel in the ship and if you survive a level with the ship intact you get bonus money and/or potentially get a random part from the lasso'd ship). Originally built to transport valuable comets and asteroids to colonial processing centers, it turns out it works fine on small enemy ships too!

professor_curly
Mar 4, 2016

There he is!
Rogue Weapon Ideas

Some of these are better than others, but here is what came to mind after pondering for a little while.

Primary Weapon Ideas

Chatterbox - A power intensive but extremely rapid firing plasma weapon which fires projectiles shaped into ones and zeroes. The name "chatterbox" comes from the tendency of rogues to encode taunting binary messages into the weapon before going into battle.
Basically weaponized matrix code crawl, but binary instead of gibberish.

AnTaser- - The Anti-Taser system fires fast moving rockets tipped by penetrating prongs, connected by high capacity power cables to the firing vessels. Enemies vessels hit by this weapon have their power systems rapidly drained, powering up your ship while leaving theirs drifting hulks. Rogue flotillas use this weapon to capture sensitive electronic equipment without causing system overloads on their victim's ship.
Doesn't fire very often, but if you land a hit your shields/weapons get a boost (even above the natural shield drain Rogue ships impose)

EMK-Blade - A close range melee weapon which uses the curves of a thousand folded magnetic fields to form an incredibly destructive plasma blade, able to cut through matter as well as disrupt electromagnetic waves. Certain Rogues follow an ancient code they call "Ebushido" and eschew the use of ranged weaponry altogether.
Short range space katana, does high damage, cuts through shields and can sweep away projectiles.

Tag, You're Me A weaponized combination of hologram emitter system and hacked IFF-tag, this system fires projectiles that embed themselves into enemy ships and project an image and IFF code identical to your current vessel for a short time. Typically used by Rogue smugglers to create red herrings for authorities, when employed in battle it can give new perspective on the phrase "with friends like these."

Active Weapon Ideas

/Invasion/ Beacon - Summons a large wave of friendly Rogue ships to the current location, which warp in and and enthusiastically begin firing on everything in their vicinity. There always seem to be a group of Rogues waiting in the wings ready to descend like a horde on any target for good reasons, bad reasons or even no reason at all. Of course they don't stick around to deal with the consequences.

stop_hitting_urself.exe - An extremely powerful hacking program attached to a broadcast system powerful enough to pierce through almost any interference. Temporarily flips the targeted procedures of enemy ships, forcing their computers to view each other as hostile and you as friendly. Entire squadrons have been reduced to a single survivor by this system, left to live with the guilt of having killed their friends, family and squadmates.

Blackout - Sends out a pulse of anti-energy, disabling enemy vessels that are caught in the wave of unnatural darkness. More than a mere EMP, the Blackout system absorbs all energy that it encounters, including lasers and plasma projectiles.
Sends out a pulse that blocks energy beams/projectiles and disables enemy vessels caught inside for a significant period of time. Short range anti-bullet hell system kind of thing.

System Crash - An arcane weapon that warps spacetime itself into a form that inspires rage and confusion in those that observe it and vessels caught within suffer incredible damage. Your AI partner refuses to integrate with this weapon system, requiring it to be deployed manually resulting in a much lower rate of fire.
Screen wipe effect, blue-screens the space-time continuum around you.

Trinkets

Z-Control - Resets enemy vessels and projectiles to their position 1 second prior. An extremely mysterious system that seems to give credence to the rumors that the Rogues are in possession of one or more of the Tools of the Settlers.
I don't know how possible this is, but basically reset the enemies/their projectiles to a previous location a short time in the past. Give you an extra second to get to the edge of a big projectile wave, or style on some enemy by shooting where it was and then teleporting it back in front of your bullets.

Comm Hacker - The classic tool of the Rogues, this system hacks into enemy comms and gives warning of enemy reinforcements and attack patterns. Used by the Rogues to ambush helpless supply convoys, your use it against... somewhat more effective enemies.
[i]Give some sort of warning about where new enemies are going to enter the screen from/help keep from getting blindsided

professor_curly
Mar 4, 2016

There he is!
You are in a giant space factory/orbital yard that is under attack. The stage has special one-shot pick up weapons that you have to use in the correct sequence to assemble ships that become allies and/or fly off into the background battle. So for example you'll have a half-finished ship on a screen and you have to grab the Engines it is missing and "shoot" them onto it.

A "who dun it" where instead of waves of ships it is the same 6-7 ships, one of whom is a Criminal and you have to use context clues from the background and ship behavior to determine who it is before they charge up their hyperdrive and escape. The terrain is destructible and can reveal "clues" as you scroll around.

A hyperspace mishap traps you in a void with several copies of your ship. You have to fight to show which of you is the Real space cowboy.

You encounter an enemy so powerful/numerous that the standard scroll direction reverses and you have to do a fighting retreat. You can bail out at any time, but the longer you hold out the more friendlies/civilians can escape.

professor_curly
Mar 4, 2016

There he is!
So this may be bringing things way back, but early on in the thread you talked about how thin ships had a much easier time of dealing with the Bullet Hell situations than the wider ships. That's fair enough, but is there any advantage to a wide ship? Can it mount more weapons, have some special abilities, etc to offset that?

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