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Sprites and Audio Request for Ship vs Ship weapons #225

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4 of 35 tasks
Qulibly opened this issue Aug 18, 2023 · 1 comment
Open
4 of 35 tasks

Sprites and Audio Request for Ship vs Ship weapons #225

Qulibly opened this issue Aug 18, 2023 · 1 comment

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@Qulibly
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Qulibly commented Aug 18, 2023

I'm current in progress of making a system that will allow for implementation of ship vs ship weaponry.
It is still heavily Work In Progress so at moment there aren't any definitive designs or ideas of weapons that will stick.

Although definetly something in form of "20th century 2nd WW style space artillery" will make an appearence.
Though don't feel limited to that!

Will need something for ballistic artillery, energy projectile artillery, laser (hitscan) projectile artillery and even more fun oriented throwers like "Clown's Honker" for example that shoots banana peals around or heh well, Felinid Cannons!

Will also most definetly need sprites for new projectiles too. With and without shells. Laser beams, plasma energy bolts. Or even more exotic things like large modular remotely activated bomb.

And will need some heavy and beefy sounds for firing of these beasts.
They aren't just small handheld arms. These are the big guns!
Heavy Clunky bassy shots! Go wild.

Things are moving bit slowly but with small steps and steadily.
When things are bit more developped where actual ideas are set more in stone then a TODO list might appear here.
Till that time. Feel free to add any propositions below!

TODO Sprites

  • Mounted (imagine AA weapon style) Mining laser, which uses power AND coolant to operate. Hybrid version, external but also can be mounted
  • Mining Laser beam
  • Coolant cartridges as well as coolant filled boxes
  • Mass Driver|Pneumatic Launcher (imagine enlarged Pneumatic Cannon) which can fire items {and felinids cause they are small enough}, uses power and internal pistons/pressure to fire things
  • 630 caliber Artillery external
  • 630 caliber Artillery wallmounted
  • Projectiles, ammunition, cartridges for the shells of the 630 artillery (AP, EMP, HE, Practice)
  • Mountable 50 cal machinegun
  • Projectiles, ammunition, cartridges for the shells of the 50 cal machinegun (AP, EMP, HE, Practice)
  • Railgun 1000 cal wallmounted
  • Rails 1000 cal for railgun (AP, EMP, HE, Practice)
  • Military Laser/Concentrated Pulse Cannon, basically a high powered laser which uses alot of power and coolant to operate, a Hybrid, external but also can be mounted
  • Military Laser/Concentrated Pulse Cannon, wallmounted
  • Military Laser/Concentrated Pulse Cannon beam
  • Basic Booster sprites, active/inactive (will be orderable through cargo, has low power but also rather stable)
  • Security Booster sprites, active/inactive (stronger version of basic with same stability)
  • Experimental Booster sprites, active/inactive (considerably strong, also has quite large angular instability)
  • Syndicate Nuclear Booster sprites, active/inactive (illegal, stupidly strong and stupidly unstable)
  • High density material, made out of uranium, plasma and some steel, will be used for experimental and syndicate boosters
    Low Priority
  • 35 cal GPMG - General Purpose Machine Gun, a very heavy handheld machine gun that is so large it requires both hands to even hold. Can be deployed on ground or fired while holding.
  • {Half are done} 35 cal GPMG ammunition, projectiles and cartridges sprites
  • Nitro Express 1000, a very heavy handheld Beast Hunter gun that is so large it requires both hands to even hold, has one barrel and fires BEEFY round.
  • Nitro Express 1000 ammunition, projectiles and cartridges sprites

TODO Sounds

  • Firing and operating for mining laser
  • Firing and operating for military laser
  • Firing and operating for Mass Driver/Pneumatic Launcher
  • Firing and operating for 630 cal Artillery
  • Firing and operating for 1000 cal Railgun
  • Firing and operating for 50 cal machine gun
  • Firing and operating for 35 cal GPMG
  • Firing and operating for Nitro Express 1000
  • Activation for boosters
  • Sounds of arming, disarming and malfunction of armaments

Far future TODO

  • Circus style cannon for launching people (sprites)
  • Firing and operating for Circus Cannon (audio)

At moment those are all. BUT if you have any better or creative ideas, feel free to give em anyways!

@Qulibly
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Qulibly commented Nov 19, 2023

Another important note.
Here is how Space Armements currently operate as of writing:

I split them into these categories:

  • external
  • mountable
  • hybrid
  • wallmounted

Weapons that use power in some capacity posses their own internal battery. Which recharges when theres power from APC and when not it will use from said battery to keep online or in some weapons even to fire. It will charge until it is 100% charged.
Powered weapons have 3 ways they can put load on APC:

  • passive (constant)
  • charge rate (only active when battery is below 100%, then this will spring and put extra load on APC to load)
  • active (consumes power from internal battery when shot is being fired, certain weapons like lasers or railgun work this way)

External can't be mounted, only way to fire them is remotely through signal from say a remote. They need constant power to be able to receive signals.
They do use power from APC and when there isnt any then it will use from its battery.
They cant be easily rotated so mostly pilot will be one aiming by rotating whole ship.

Mountable as it sounds, can be mounted and manually controlled and fired. Ballistic type wont even need power to use. While lasers may need power to be used.

Hybrid combines external and mountable characteristics. it can be shot with signal or mounted and fired by yourself.

Wallmounted, as it sounds, are FIRMLY FIXED as a wall. They are airtight which can make loading easier, but they cant be rotated so only by rotating ship ya can aim them.

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