Super Melee weapon ideas thread

Post here your ideas for a super-melee abilities.

Here are some of mine:

  • Fast guided rockets. Similar to the Earthling Cruiser, these would be much weaker but also much cheaper.
  • Phaser.  Automatically hits nearby ships at short range for some damage.
  • Mirror.  Temporarily become the other ship for N seconds but with your health.
  • Cloak. Enough said.
  • Disruptor.  Greatly depletes enemy energy.
  • Betrayal.  Swaps the crew count of the enemy ship with yours.
  • Mine.  Lays a mine that sticks around for the rest of the round.
  • Mirage.  Creates a duplicate of your ship that doesn't do any damage.  You can have several.

What about you?

 

62,515 views 25 replies
Reply #1 Top

The Earth ship has a “long range missile”. You also want a “short range missile”. So here is a “medium range missile”...

Multi-Warhead Missile – This is a “bus vehicle” (large missile) with half-a-dozen “point defense missiles” inside of it. The tiny missiles inside do minimal damage, but there is a chance more than one will hit. The bus missile is guided, but the “submunition” missiles are not guided. They break from the bus vehicle missile in a spiraling pattern toward the target (not guided). So how much damage it causes on a hit depends on how many of the submunition missiles hit. If this is too powerful, you can make it so that the bus vehicle is also not guided and it is aimed entirely by player skill.

This is a “medium range” missile because the submunitions expire fairly quickly, and the bus vehicle does not break within a minimum range. We call this a “Myopic Zone”, where a weapon does no damage within short range. In this case, this design of a mutli-warhead missile has a myopic zone created by the bus vehicle and is limited to medium range by the low endurance submunition missiles resulting in a weapon that can only damage targets at medium range.

You might then consider giving either the short or medium range missile to the Earth ship so that the Scyrve can have the long range missile. If you want the Scyrve to feel “relentless” then there needs to be no escape from it, to give it that feeling that there is no escaping the “big scary main bad guy ship”. The fighters did this for the Ur Quan, and the long range disc/mines did the same thing for the Khor Ah.

EDIT: BTW, for my play style I always considered the Khor Ah to be the most powerful ship in SC2.  But, of course... "It's not the ship, stupid!"

EDIT AGAIN: Since this one kind belongs to Star Control to begin with, I may as well give it back;-)  All "seeking weapons" are most effective when "crossing the T", which is a real world surface naval combat term that fundamentally means firing at the target while it is moving directly towards you.

[11] MTI-4 Swarm – This “multi-warhead” missile contains 12 Limpets which are propelled toward the target by a small focused explosive detonation. This missile requires continuous small amount of energy in order to keep the Limpets alive.  If you wanted too, this could be represented in SCO by giving the ship a little less energy bar than you otherwise would, like mana reservation in an RPG... but there isn't much point too this.  The player won't notice, but we generally design ships to a "real" engineering design so I would actually do this just as a means of balancing the ships in the design to create the best initial pre-playtest balance to start off with.

Reply #2 Top

 

 

This is a little long, but I thought was the perfect thing to help here. This is something from one of my design docs that was included to help others think up new weapons for the game. These categories should help you all to think up your own cool new weapons that you would like to see in SCO.

(R5.2) General AI Weapon Categories

The following concepts apply to weapons in any type of game or simulation. It will eventually become important that anyone involved with producing this game understand these concepts. The player will never see any of this, or ever hear these terms. This section really deals more with the properties of weapons in any type of game and is not necessarily specific to Pirate Dawn. It is, however, also an effective introduction too this section.

Hit or Miss

“Hit or Miss” weapons either hit the target or miss it completely. Most weapons in most games, and most weapons in real life, are “hit or miss” weapons. This category supports any type of kinetic force weapon, such as a bow & arrow, gun, or cannon. Most weapons used in Pirate Dawn possess this property.

Static Effect

A “static effect” weapon causes a set amount of damage when it strikes the target. No matter what the range, or other conditions, a hit always results in the same amount of damage. Due to the fact that damage does not vary with range, these types of weapons are the most powerful long-range weapons (i.e. low percentage shot) when used en masse. The failure to recognize this fact causes severe balance problems in many of the games on the shelf today.

 

Range-of-Effect

These are weapons that can cause a varying amount of damage. The variable damage is often linked to range, time, or some other factor, but may also simply be random. This type is not necessarily a “hit or miss” weapon, however, and can also represent a weapon that never completely misses but causes a variable amount of damage (i.e. a “true” range-of-effect weapon).

True range-of-effect weapons are most commonly found in space combat games. No true range-of-effect weapons exist in real life, although some modern US targeting systems create essentially the same effect. Various forms of common sci-fi weapons and devices fall into this category, such as the “Tractor Beam” from Star Trek that is probably familiar to most people. In this game true range-of-effect weapons are referred too as “wavelock weapons”, they use the targeting system and require a “lock” similar to a missile.

Area-of-Effect

Hand grenades, bombs, torpedoes, and anti-aircraft missiles all fall into this category. Area-of-Effect weapons (referred too as “Proximity Detonation” weapons throughout this sci-fi game) are weapons that affect an area of space rather than a single point in space.

Direct-Fire Weapons

“Direct-fire” weapons, for the purposes of this game, are those weapons that are fired on a ballistic course and have a minimal time-to-target. Any type of weapon shot that travels at a rate of speed that makes “dodging” an “on-target” weapon after it has been fired highly unlikely is a “direct-fire” weapon. Beam weapons are examples of “direct-fire” weapons within this game. Since the inertia of the firing ship is imparted to the shot, only these high velocity weapons are effective when firing in the opposite direction of travel. This is a very important distinction in this game.

Ballistic Weapons

Technically, direct-fire weapons are ballistic weapons; they simply travel a straight course and are not guided. The difference between the two terms as used in this document is that “direct-fire” weapons have a minimal time to target while “ballistic” weapons travel more slowly and are thus useful only at short range and firing forward. Most projectile weapons are examples of “ballistic” weapons within this game.

In reality the term “direct-fire” is simply a made-up term that really means the same thing as “ballistic” as far as the rest of the world is concerned. These terms essentially describe what most people would simply call “guns”, but here the two terms are used to separate this class of weapons into two types based on projectile speed (which is a much more important factor in space combat than in any other arena). Only players who learn to use the Object Editor will ever see these terms, so the confusion isn’t relevant to the game.

Seeking Weapons

These are weapons that move closer to the speed of a ship than to a direct-fire weapon and can be outmaneuvered or avoided by the target while the weapon is on-route. Missiles, Limpets, and Organic Plasma are examples of seeking weapons within this game.

 

(R5.3) AI Weapons (Foreign Technology)

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 (but are not listed here with weapons). 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 is already being used to represent Lighting, sustained beam weapons, and the Gravitic Projector. This is a major element behind the flexibility of the Object Editor and its ability to allow players to add a wide range of new AI Objects and technology to the game.

Direct-Fire

Most beam weapons in Pirate Dawn fall within this category. There are no foreign technology direct-fire beam weapons in the stock game. However, the best native technology direct-fire beam weapons (i.e. “guns”) require foreign technology as a pre-requisite.

Ballistic Weapons

Only “Projectile Weapons” fall into this category in the stock game. Modders might add other types of ballistic weapons in the future.

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 missile 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 Sustained Quantum 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” is used in this game to represent a Gravitic Projector (a means of holding another ship in place in relation to the generating ship, i.e. a “tractor beam”) and the Quantum Teleportation Projector (teleporting an enemy ship). 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”.

This is good glimpse of the Object Editor (S2.0), which is not specifically covered but really already exists throughout the design document. This category of weapons might give the best glimpse of the editors that a first-time reader would be able to see. The wavelock weapon category really highlights the versatility of the editors.

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, such as the Lightning Field.

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. Several creatures use this type of weapon, and a few advanced AI ships also use weapons from this category. 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.

 

 

Reply #3 Top

Added a few for good measure

Plague - When the enemy is hit by this attack it give a movement speed penalty. 
Phase - When used your ship will phase out of the material world for a set time. 
Blink - When used your ship will jump a set distance forward in space. 

Reply #4 Top
  • Acid. Launches a ball of acid that if it hits a ship causes damage over time.
  • Devour. Devours debris and replenish crew bar.
  • Leech. Steal energy from enemy ship.
Reply #5 Top

Whatever cool ideas where in old Timewarp project. :grin:  

Reply #6 Top

Do we have a weapon that depletes the enemy's energy bar?

Reply #7 Top

A couple of thoughts:

A Laser-net that eliminates acceleration.  Turning is also impacted, but not the same degree.

A regenerating shield that can cause damage from ramming and dissipates after use.  Also dissipates after absorbing a weapon hit (Think of the shield from the controlled ship from the old Odyssey 2 game, UFO).

A secondary weapon that disables the primary weapon of your opponent.

 

On another note, I have no clue how adventure will work in SC:O, so this is based more on SC2:  If you arrive at an enemy home world (Mycons for the example), and defeat a certain number of their ships (70?), you have "defeated" the race and can either start building their ships, or use their weapon tech on your vessels. (Fighting the VUX with Mycon Pod-ships, or replacing an Earthling Cruisers missiles with plasma balls.) 

Just a few random thoughts. . .

   

Reply #8 Top

OVERLOAD-overload target ship's shield which cause other shields in the vicinity to deplete while in range. Primary ship takes no damage and can stop the effect if the shields are lowered.

CONTAGION-infected ship has nanites destroying the hull and will pass to any ship within range without shields up.

REFLECTOR-different types can cause a weapon to be redirected on an alternate path. Beam weapons are returned 180 degrees...missiles will veer 45 degrees....you get the idea.

SCRAMBLE-cause the controls of target ship to be reversed/altered while the computer systems are 'reset'.

Reply #9 Top

Special weapon ideas:
Damage battery and/or damage power regen - deadly against Mycon-type ships that require massive charges to use main and special guns.

The Kardashev v0: creates asteroids that attempt to knock enemy ship into a planet.
The Kardashev v1: imparts vector to planet that is most likely to intersect with enemy ship.
The Kardashev v2: creates an extra planet that revolves around the first.
I'm envisioning a race that are fantastic engineers and can build solar systems, but don't really understand war very well.

Love Boat: enemy ship begins to regenerate crew, but suffers penalty to turn speed, power regen speed, and firing speed.

Teleport enemy: don't teleport yourself like the Arilou, teleport your opponent and mess up his attack run.

Normal weapon ideas:
Depleted exotic matter bullet: has a radioactive area of effect.  Near misses cause damage depending on how close the miss was.  Hits also cause damage over time

Mega-Laser: can reach across the entire battlefield and is always aimed at whatever coordinates the enemy ship is at, but has long firing sequence and can be blocked by asteroids, planets, etc.

Corona: ship discharges an omi-directional field of whatever you want.  Lightning?  Radiation?  The closer the enemy ship is, the more the corona focuses on it and does more damage.

Reply #10 Top


Betrayal.  Swaps the crew count of the enemy ship with yours.

No. 

All abilities should be fun. There's no fun in facing a ship that you know is going to let you just deplete its crew and then swap them with yours. That creates unfun battles, IMO.

I like your other ideas, but not this one.

Just my 2c

Reply #11 Top

Some ideas:

Parry - well-timed button presses increase crew size instead of taking damage, up to a point. Once the preset max crew size is reached, the primary weapon becomes a highly destructive short range laser that burns your own crew until you are destroyed.

Budget armor - parts of your ship fall off and float around in space after being struck with a weapon, asteroid, or planet. If these happen to float near an enemy they quickly home in and self destruct. As more parts fall off, crew count decreases and ship speed increases.

Some sort of borderline op weapon or secondary ability with the drawback of making your next ship choice completely random after you are destroyed, or imposing a half-crew penalty, or whatever.

Cloaked teleporting devices - deploy a set amount (5?) of invisible teleporting devices which become visible and operational when the max # is reached. Both combatants can use them to randomly teleport to another device, or you can set them all around the planet and try to ram the enemy into one.

Ricochet charge - a charge up secondary ability that rapidly hurls your ship forward for ~1/8th of the screen but ends in a complete stop unless you bounce off of an asteroid, enemy ship, or the planet. Does no damage but will change the trajectory of any object you strike except for the planet. Can be used to hurl asteroids at other asteroids.

Reply #12 Top

Quoting pgajda, reply 11

Budget armor - parts of your ship fall off and float around in space after being struck with a weapon, asteroid, or planet. If these happen to float near an enemy they quickly home in and self destruct. As more parts fall off, crew count decreases and ship speed increases.

I love the idea of how this would work. There's a lot of laughs to be had by your space junk destroying an enemy ship. Should totally be able to jettison pieces backwards when you are being tailed as well. 

Reply #14 Top

need different Arc options.. like broadside or rear weapons.. Spathi for eg is a hit and run away race

Reply #15 Top

Time Stasis Bubble - target hit is locked in the bubble for N seconds. Cannot be harmed while in the bubble, no regen of fuel or crew.

Reply #16 Top

A Klingon Stasis Field Generator! ;-)

 

Reply #17 Top

Super Size Me - enlarges self while fuel lasts (toggle ability). Boost to damage output with small reduction in speed and turning rate.

Super Size You - Target gets enlarged for a short period of time. Boost to damage output with small reduction in speed and turning rate.

Temporal IMpedance Event (T.I.M.E.) Generator - essentially Bullet Time. Operates as secondary toggle, works while fuel lasts. Slows down time within arena meaning all objects move and turn slower, except for own ship which turns at normal time rate (mechanic achieved by giving turning speed boost). Your projectiles and beam weapons are still slowed. Lets you line up for the perfect attack run, shoot down or dodge incoming projectiles.

Reply #18 Top

Rage - temporary boost to all movement and firing stats. Followed by cool down period with temporary penalty to movement stats.

Reply #19 Top

Gore (secondary) - High speed straight line charge of ship with short plasma lance at front. Stops on first object hit, does massive damage. Hit object is knocked away at high speed (if not destroyed).

Harpoon (secondary) - Fires tether shot that attaches to opponent. Stays attached while fuel lasts, or disengaged. Can be shot off by opponent.
Taser - Fires electrical shock charge down harpoon line.
Life Leach - Drain crew down harpoon line, replenish own.   

Chain Lightning - Chain hit N targets, with lesser damage on each hop. Can chain off projectiles or asteroids... planets?

Reply #20 Top

Okay I really need to find that Google doc.  Anyone have a copy of that and want to post it?

There's some really good ideas here. I'll try to add some of them.

 

Reply #21 Top

Cool ideas! But I thought we were calling it Fleet Battles now?

Reply #23 Top

I'd suggest this for use with custom ships:

Seperation

seperates your ship into 2 where one part moves to escape the map.  Can not be targeted by guided missiles but can be shot by projectiles.  Anything gets close, it fires a weak weapon at it.  The other half is actively controlled.  Can only be used once and halves crew/max battery when used.  Ideally, to go with this, there could be an animation of parts decoupling in which case crew suffers increased damage if ship is hit during animation.  If it cannot be done, I'm ok with it.  

Reply #24 Top

Timeshift : the ship reverses back in time Braid style 2 or more seconds depending on battery to when it was less damaged.

Temporal Blast : A ion cannon blast affected by time, if the blast is past the enemy ship but the enemy ship is in line with player ship and blast it reverses rapidly into the ship doing damage.  Same thing if the blast is before the enemy ship.  Uses battery twice, when fired and when timewarped(second button tap).

Reply #25 Top

Homing Orb Scattershot : Ship fires a scattered shot of orbs that home in on the enemy ship if it's close.

Vine Grapple : fires a vine at short-medium distance, that grapples the enemy ship for a second while doing damage.

Thorn Darts : rapid short-medium range thorn darts.