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Rapporter et oversættelsesproblem
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,