Weapon/Device Categories
Almost 20 years ago I wrote a 200 page design document for a top-down space combat game. This is an edited excerpt from that on general categories of weapons and devices in this type of game. I thought it might inspire the devs to think of some weapons/devices they haven't yet, or maybe view the ones they already have in a new way.
Each category covers a broad range of possible weapon types. You will have a hard time thinking of any type of “weapon” that could not fit into one of the categories in this section. These categories can also be used to represent countless non-weapon systems and some devices also fall within these categories. The categories assist in conceiving new weapon types by organizing the types of possible weapons into groupings. They assist in implementing those weapon types within a game by limiting the methods used to represent weapons (and other systems) to the established categories. In most cases only the category types need be constructed through programming within a game, any variations within a category are usually just graphical variations and minor damage/timing adjustments.
The properties associated with each category of weapon are pretty basic and fundamental, and from those properties almost any type of weapon within a given category can be represented. The best example of this below is the “wavelock” category, which could be used to handle anything from missile locks to tractor beams.
Direct-Fire
These are the basic "guns".
Proximity Detonation
These are weapons that “detonate” at a specified distance from a target. They usually have both a “detection range” and a “detonation range”, which are often identical. (These weapons might also be detonated through a timer system or “by remote control”). The “detection range” is the range (usually a radius) at which the weapon will detect and react to a target (usually by exploding, but other effects are possible). The “detonation range” is the range (usually a radius) at which the weapon causes damage. The detection and detonation ranges need not be identical; for example, a proximity detonation weapon with a detonation range that is greater than its detection range is a particularly volatile weapon that must be used carefully to avoid “friendly fire” incidents. This category of weapons supports such things as mines (or any type of explosion), or a WWII-era naval torpedo with a magnetic detonator (the original inspiration for this entire class of weapons within sci-fi), or a nuclear weapon.
Fixed Funnel
These types of weapons project their effect into a pre-defined firing arc. Damage points “pulse” into the entire arc damaging any target within both the firing arc and range of the weapon with each pulse. Examples of this weapon type would be the “fire breath” attack of a dragon, a “radiation” based weapon, or any type of “spray”.
Wavelock
“Wavelock” weapons are similar to “Fixed Funnel” weapons in some regards. These weapons require a target lock in order to fire and are often “true range-of-effect” weapons. A “wavelock” weapon essentially establishes a “connection” (or wavelock) between the targeting object and the targeted object. The wavelock can “swivel” within a pre-defined arc, the wavelock is lost if the target escapes that pre-defined arc. The “wavelock” is a property that allows for a great deal of flexibility, a great variety of systems can be represented within this category. This category of “weapons” can be used to represent anything that is targeted.
For example, the a sustained beam is a “guided beam weapon” that locks on to a target within the pre-defined firing arc and then “swivels” within that pre-defined arc, losing the locked target only if the target escapes that firing arc. “Pulses” of damage are sent down the stream, which damage the “wavelocked” target. The longer the player can keep the beam on the target, the more damage it will do. At the same time, the “wavelock” could be used to represent a tractor beam and or a teleportation device. As can be seen, this category of “weapons” can be used to represent a wide variety of systems. If this game had Star Trek’s “transporters”, they too would be a “wavelock weapon”.
Expanding Sphere
These weapons are quite simple and straightforward. An expanding sphere centered on the firing ship damages anything it contacts. The properties of this weapon type are the effect of contact with the sphere and the diameter of the sphere. There are also either “Static Effect” or “Range of Effect” versions. One type does a set amount of damage to any object within the defined radius, the other does more damage the closer the object is too the firing ship. This category can also be used to represent static barriers.
Seeking Energy Weapons
This category represents any type of “guided energy weapon”. These are almost always “seeking weapons” which move slowly compared to “direct-fire” weapons. These types of weapons often dissipate as they travel through space; they start out initially very powerful and lose strength as they move toward their target. This makes them excellent weapons to fire at an approaching target and an almost useless weapon to fire at a receding target (unless you just want to make sure the target continues to leave). These weapons travel on the map seeking their target until they completely run out of energy, at which point they disappear.
Missiles
These types of weapons are physically constructed seeking weapons, as opposed to being energy based seeking weapons. They travel to the target at a speed slow enough to allow distraction and/or evasion. They are most often guided by some means, and are often highly maneuverable compared to the targets they are intended to seek. These types of weapons may be actual exploding missiles, or any other type of physical object that is guided to the target. A mine is essentially a seeking weapon that does not move.
Almost any weapon or ship system can be represented within these categories in this type of game. This might serve to inspire the devs in thinking of weapons or systems or maybe how they might be represented.