Space Engineers

Space Engineers

Star Trek Mod Pack 5.8
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ceilyurie 11 Nov, 2021 @ 12:21pm
Different weapon types that warrant different models
THere are only a few ones I can think of. The first would be polaron/tetryon cannons and arrays, but if the current phasers are more effective against shields than hull, there would not be much difference. Somw others are like the crescent wave cannons for the elachi, and antiproton and plasma-disruptor weapons, which are more powerful against hulls, as well as klingon/cardassian spiral wave disruptors, Spiral wave disruptors tend to be heavy, fixed beam lances with narrow firing arc. SOme of these have been modeled...but ahve a compelx dependcey system..and are not weaponcore enabled. Not sure if the original modder would allow you to use their models.

I also didn't mention one OBVIOUS weapon....the Borg energy beams.but I think we can agree that you can use green ammo to simulate those. And some kind of cutting beam would be a bit dang OP if ya gave it the kind of range expected of a Borg cutting beam....people would be making tanky ships and just slicing through the enemy ship with precision.
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Qarannia  [developer] 12 Nov, 2021 @ 7:53am 
You’re right; there are literally tons of weapons that could still be done. The issue is really one of effort vs usage. It takes me dozens, sometimes hundreds of hours to design, develop and test a weapon. If only a few people are going to use it then it doesn’t really make sense for me to put a lot of effort into it when there are other things that could be more useful to more people. That’s why, with the phasers, I tried to make them as flexible as possible with different colors so people could simulate different races (I will probably add purple in an upcoming release for Dominion purposes).

If I was to add other weapons they would essentially just be reskinned phasers as I don’t see the point in unbalancing the whole mod pack by making one weapon better than all the others. Then everyone would just use that one weapon. I personally wouldn’t but this is the way people tend to go when left to their own devices.
ceilyurie 12 Nov, 2021 @ 10:30am 
Yah, i can see some people doing that. Another issue is some modpacks have lots of weapons...but not all that SHOULD be available for small grid are. Like 120mm cannon turrets and smaller. THere is no reason for this one mod pack to lock single cannon 57 and 76mm as well as the 120mm cannon to large grid...where you'd probably never use them. It just ends up with lots of weapons filling an order to unlock them. It's why I only mentioned weapons with a specifically different firing profile to phaser arrays, like the lance-type weapons or that might be able to fill the "anti hull" role .
ceilyurie 19 Nov, 2021 @ 11:31am 
Originally posted by Qarannia:
You’re right; there are literally tons of weapons that could still be done. The issue is really one of effort vs usage. It takes me dozens, sometimes hundreds of hours to design, develop and test a weapon. If only a few people are going to use it then it doesn’t really make sense for me to put a lot of effort into it when there are other things that could be more useful to more people. That’s why, with the phasers, I tried to make them as flexible as possible with different colors so people could simulate different races (I will probably add purple in an upcoming release for Dominion purposes).

If I was to add other weapons they would essentially just be reskinned phasers as I don’t see the point in unbalancing the whole mod pack by making one weapon better than all the others. Then everyone would just use that one weapon. I personally wouldn’t but this is the way people tend to go when left to their own devices.

Actually, I just realized, for disruptor cannons and other "bolt" type cannons that don't fire multiple pulses, a generic pulse cannon might be best...because then it would cover Distuptors, phasers, antiproton, tetryron, polaron, whatever. I remember a game on PS2 that had "bolt" phasers that fired single, large pulses, and the disruptors in the game were similar, basically firing large shots like we are familiar with from the D12, B'rel, and K'vrot class Bird of Preys. Then the pulse phasers, and I think a pulse disrupter, were like the pulse pahsers on the Defiant class. They were more prone to missing because of the slower shots, but did more dps and alpha strike damage if all shots hit.

I can understand if ya dun wanna do it, but if ya dun mind a collab, and I can get it working and something I like the looks of, and get the script working, I wouldn't mind sending it to ya for inclusion. Heck, if I make some of the more exotic and strange weapon systems that are niche, and not everyone might like, I might eventually make a mod pack, but you seem to have a better grasp on the modding thing. Exotic weapon systems would be like the massive colony defense cannons, fixed lance weapons, forward firing arc only weapons like a dual beam array (that would be a pain, I dunno if I'd have to make it two blocks spaced apart as one item, or a single large unit), and the weapon systems displayed in use on Deep Space Nine. THose beign the rotating torpedo launchers and retracting phaser arrays,
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