Space Engineers

Space Engineers

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Ion Cannon
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
9.414 MB
1 May, 2017 @ 6:04am
22 Jan, 2018 @ 9:26pm
6 Change Notes ( view )

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Ion Cannon

Description
This mod adds small and large block variants of a Star Wars-stye Ion Cannon, to let you temporarily disable "functional" blocks on your enemies (or friends, if you prefer.)

The projectile doesn't deal damage to grids, although it will certainly hurt you if you're in the way. When it hits, however, it will affect any active blocks within a radius (about 20m for the small version, 50m for the large version.) All affected blocks will turn off for a few seconds, then back on again in sequence starting with the ones furthest from the impact point. Any blocks which are not active (i.e. turned off) when the projectile hits will NOT be affected.

Obviously the ability to disable other grids is a pretty significant advantage in combat, so these are a few balancing methods I've included:
* Gun fires quite slowly, and area-of-effect is limited. The large block will keep a section of grid "locked down" (i.e. inactive) if continuously fired at, but not the whole of large grids.
* Simultaneous hits from multiple guns do NOT add time nor range to the effect.
* 300m/s speed for the projectile, not super-fast.

Should give some lighting effects to impacted blocks, and tested OK on dedicated servers.

Massive thanks go out to BruceCarcharias for putting the model together for me.

MAINTENANCE NOTE: The 1.181 update which brought multithreaded physics to the game, also brought massive performance drops on my systems. The continuous stream of minor updates and hotfixes since has done nothing to improve performance over 1.180.600, and have solved less issues than they have caused. My own server has been reverted (via subscribing to the 1.180 Beta) to the stable, smooth and enjoyable experience SE gave me back then, and as this mod works well with this reversion I have no plans to keep it maintained for broken later versions.
Please don't use comments below to engage in criticism of the game, and the best of luck to the Keen developers who hopefully will eventually give us the SE experience we all hope for. I'll continue to read comments and respond when I can.
Apologies if this decision affects your enjoyment of the game.
Popular Discussions View All (1)
6
23 Jan, 2018 @ 5:22am
Got a CTD durring an epic moment
Anubis
100 Comments
jonn19  [author] 3 May, 2017 @ 12:16am 
Thanks for the comments, everyone. I hadn't seen Sektan's mod, Bragg - looks great, doesn't it? If any of my scripts can be used in anyone else's mods that's fine with me, a little mention in the description would be appreciated of course.
It's straightforward enough to scale up the effect to any level. I try to balance the effects of any mod so it feels right on my server, and I think that (especially with PvP) the quite limited effect as written is a good way to avoid what'd basically be a one-shot victory.
I have a few days off coming up and might put the timeout and range variables into a config file so server admins etc. can configure it as you see fit. How would that work for everyone?
KingdomBragg 2 May, 2017 @ 2:49pm 
Also, this is awesome! Subbed and upvoted
KingdomBragg 2 May, 2017 @ 2:47pm 
Have you spoken to Sektan to maybe combine this with his model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=442289959
E-Man720 2 May, 2017 @ 4:59am 
Would it be possible to have it so that mutliple hits in quick succession can cause a "Power Surge" through the ship and briefly shut down the whole ship? I.e Gold Squadron doing a Ion torpedo run on an Imperial Class Star Destroyer? Or maybe an actual Ion torpedo verison that can achieve it?
overwerk 2 May, 2017 @ 1:26am 
damn, now i want a capital/station zise one, you know, like the one on hoth. pack a punch, able to disable an entire warship for a zisable ammount of time, but fire once every eternity and weights/cost an entire army worth of stuff
Greyson XMG 1 May, 2017 @ 7:37pm 
John, that is brilliant.

Smashingly good work, by the way.
jonn19  [author] 1 May, 2017 @ 5:21pm 
Yes, this cannon will temporarily disable shield generators - it doesn't discriminate between block types.

However!

As it has a limited area of effect, having an auxiliary shield generator outside the AoE will help keep your shields active, I use Cython's fantastic Energy Shields mod, and have tested. Providing at least one generator is active on the grid, the full shield strength is preserved. Intelligent ship design rewarded once again.
dRuPpI 1 May, 2017 @ 9:42am 
:KSmiley:
Greyson XMG 1 May, 2017 @ 9:31am 
That would be a kick wouldn't it? Disabling the shields?

Perhaps a Uber large versions that can only be placed on stations/fixed grids. Big, long range, large area of effect and a effect durration of 30 seconds. And slow slow turret tracking speed.
dRuPpI 1 May, 2017 @ 9:22am 
will the projectile bypass shields (energy Shields mod) and be able to deactivate the shield generators?