TornDotSpace / Torn

A mildly popular online space MMO
https://torn.space
GNU Affero General Public License v3.0
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Items: Improbability and Pinhole Drives, Plasma Burst Weapon and a few other Items #202

Open tardisfromtornspace opened 5 years ago

tardisfromtornspace commented 5 years ago

From 24sans24 and jonavin: Improbability Drive One use item. Uses all bars of energy and takes 1 sec to warm up Transports you to a random sector. Pinhole Drive would be the same but to the sector you choose. It would cost between 0.5 and 5 million, and it would be multiple use, but 1-2 ammo.

Plasma Conductor (based on a 24sans24 idea) fires a plasma beam that becomes a web like the mining beam for the rank 17 (but also jumping from ship to ship). Damage multiplies as targets increase (ex: ship one -5 hp ship 2 -10 hp and so on) Another version would be the Healing web, that instead of damaging it heals.

Plasma Burst weapon based on a 24sans24 idea Class: Anti-Swarm Desc: The Plasma burst weapon is a weapon that reads the amount of enemies in a sector and splits accordingly, each time it splits the damage is divided by half but speed is doubled Base Damage: 120 Ammo: 10 Energy: 25 Very fast firerate at the cost of energy.

Quantum leap torpedo idea from 24sans24 10 ammo 6 energy bars 65 damage Faster speed than torpedo but has far worse turning, better for hunting down somebody going in a straight line.

Hellfire: a Napalm/Plasma torpedo created by Commander Stevee the Dragon#1530 Whenever it hits it reduces the target's max HP by 25% until he/she docks with a station. 2 ammo. Very slow reload.

Integrity field stealer, a beam that makes you get a fraction of the health from the things you attack (asteroids, ships, bases...), the fraction, to decide by the dev.

Healing Orb: it tracks your nearest friendly ship and heals it, giving 50 HP.

Personnel halting and stimulation response rifle (PHASR): it's an almost aimed rifle that pertially blinds the target on touch, temporarily nullyfying radar (probably for 10 seconds).

EMP Scrambler: it stuns for 0.1 seconds, and makes all ships in a 500 radius to see flickering random black spots in their radars and main screen for 7 seconds (and proximity arrows are disabled for 5 seconds). 3 uses. Ship: 4.

IFF jammer: makes you appear to be of the other team on radar, maybe also affects which bases target you. Effect is cancelled when you attack something or an enemy is closer than 50 units from you.

Chamaleonic circuit: it basically creates an illusion above your ship that allows your ship to be disguised as other object (such as turrets, another ship or an asteroid) however radar is not fooled if you get close enough (at 250 range).

A bussard collector that improves energy with the dust that is in space, maybe getting extra ore/energy/gun ammo with it. (the more asteroids in a sector, the bigger is the energy/ore/ammo obtained).

Phased drones: They only do 4 damage and they are as slow as a heavy missile, but they completely bypass shield protection, they deal 50 damage to asteroids, they can travel 500 units (and the firerate is the same as minigun, with only 4 energy per drone) and they can work as a flak weapon intercepting missiles and enemy drones. You have only 600 ammo, but if they had not collided with anything they return to your ship, restocking the supply.

Flak cannons:. A passive item that once each 3 seconds targets the nearest enemy missile/shot and shots a Stock Gun shot at it, destroying it. Adding more Flak cannons reduces reload by half.

Anti-gluon pulse weapon: it does 10 damage and then it starts to eat target's health, at a rate of 2 % of maximum HP per second for 14 seconds. It's a weapon with a range of 120 and 1 ammo, with a reload time of 3 seconds. It costs 100,000 and is unlocked at rank 12. Unfortunately, while shields are up all effects are nullified, and when this weapon hits a ship that was already shielded, it does 30 damage and its other effects are ignored.

Anti-gluon beam a violet beam with a reload of 1 second, energy cost of 80 and a range of 210 meters, it can damage 8% of enemy's health per shot (unless shields are raised, in that case you can only deal 2% maximum HP damage), being the minimum damage done when shields lowered 16. Good for killing big ships but not of great help against smaller ships with almost no hull. Rank 13. Cost 80,000

Drone deployment: Each one launch a mini AI-controlled-ship of 10 life and 0.8 thrust armed with a random rank 0-2 offensive weapon (not mines or mining beams). That ship will follow you at 100 distance from you, or 15 units if heavily damaged. It will attack the nearest target. It can travel between sectors. Energy: 5. Reload: 0.25 seconds. Ammo: 5. Ship: 12.

Multi-laser array: it's basically a laser that can target three objectives at the same time. It does only 20 damage per shot (but when there's only 1 target in range it does 20*3 = 60 damage). 0.7 second reload.

Armory (from joyous18) Des: converts 1000 ore to ten percent of your ammo (if you are not full) Range: n/a Damage: n/a Speed: n/a Charge: 1 sec Cost: 150k Energy: 50 Ammo: infinite Ship: 10 Engine (from joyous18) Des: increases speed by 6%. Decreases energy by 5% Range: n/a Damage: n/a Speed: n/a Charge: n/a Cost: 60k Energy: n/a Ammo: n/a Ship: 9 RCS (from joyous18) Des: increases 5% turn rate. Decreases 4% HP. Range: n/a Damage: n/a Speed: n/a Charge: n/a Cost: 60k Energy: n/a Ammo: n/a Ship: 9 Ballast (from joyous18) Des: increases cargo by 10%. Decrease speed by 9% Range: n/a Damage: n/a Speed: n/a Charge: n/a Cost: 60k Energy: n/a Ammo: n/a Ship: 9

Nanobot generator: like a standard generator but instead of giving you energy it gives you 10% extra HP regeneration and the thing you lose is cargo space as well as the slot. Available from rank 3-6.

Turret mines, shoot small stock gun shots at enemies until destroyed, has 100 hp and no regen. max ammo of 5 and costs 125000. for tiers 7 and up.

Missile mine, which launches a missile swarm at any enemy within a certain radius, eg 300 meters.

Z-Neutrino bomb: this weapon creates a slow shockwave that damages half the HP of every ship it touches and destroys every asteroid (and planet) in sector. When someone uses it, a warning message appears in chat before it's deployed.

Countermeasures Misc Item that messes up missile tracking for all missiles, 50% effectivity.

Electromagnetic Compatibility case, Misc. Item which offers full protection against EMP if your HP are above 55%.

Proton Beam: like a plasma beam but with 3 damage and 1 energy cost, and instead of aiming automatically, it points to the mouse.

Electric Wave: it's like Pulse Wave but instead of moving you it does a damage in a radious.

Slipstream core bomb: when it explodes it does 100 damage to a radius and teleports all ships in range to a random destination in the galaxy. Range of effect: 50 units. Recharge: 1 second. Time launch-explosion: 3 seconds. Ammo: 10. Ship: 12.

Spatial rift, it basically damages the sector, creating a barrier for 20 seconds which damages ships to 25% of their total health and has a 75% chance to teleport you to another sector.

Null Zone: another from Stevee, it's a field of particles that create friction. The faster you go through said field the more damage per second you take (albeit damage can be lessened by shield). The field has a very defined light green border, and the particles don't affect the ship that dropped the field IF is flying away. Damage statistics and shapes would be up to the dev purely.

Energy Blade (another from Stevee): when fired creates a little 45 degree blade of slow moving energy in front of your ship, it does 50-75 damage to the first thing it hits and has a high energy draw. Has limited ammo that is restocked upon going to a planet or docking at a station.

Death (based in a similar idea by the one Eyed King) Des: Increases user's cargo by 100%. Decreases user's HP to 1%. A very-short range weapon. Single-use. Range: 16 Damage: 2400 Speed: 100 Charge: 30 seconds. Cost: 2 million Energy: 99 Ammo: Only One Ship: 5

Deflector Shield: (already added in Ideas for rank 19) Type: Misc.; Description: "it makes your ship lose 0.1 total energy tech, but generates a permanent passive shield divided in 5 sections: Forward, Aft, Port, Starboard and Ventral/Dorsal (this one is just to avoid someone going to point-blank range and firing without protecting the ship). Each section works as a 10*CurrentLevel HP barrier (that uses the same color code as the Health circle) that regenerates [Total Energy Level] HP per second. When a shield section collapses it allows damage to go to the Hull (until that shield section raises to 75HP)". Ammo: Inf. Energy: 0 (excluding the loss of 0.1 units from your total energy level). Ship:12

Defense drone (by Killaship). Movable mines with a simple AI of the size of a rank 1, similar to turrets, but only with hadron beam, that spawn in major sectors.

DamienVesper commented 3 years ago

@tardisfromtornspace Still applicable?

tardisfromtornspace commented 3 years ago

Improbabilty drive would be a worse version of the MVP power. Pinhole drive is kinda already applied for MVPs. Plasma Burst Weapon was already partially implemented the moment missile swarm was tweaked. Quantum leap torpedo would only make sense if we had far faster targets, a thing we don't have right now.

Integrity field stealer and Multi-laser array were kinda implemented for rank 22 C-Slot, but not as a purchaseable item.

Death while easy to code, with the current situation is a complete suicide weapon, so better not.

Bussard collector would be like a generator but only working when near asteroids and nebulae (if they ever got impelmented) so after generators got removed I'm not sure.

Z-Neutrino bomb while still applicable would be abuse on the same level as grenades and grav bomb, so probably not. For the same reason Electric Wave would be discarded.

Electromagnetic Compatibility case after the HP got halved, and if EMP becomes harsher, would not only be applicable, but make a lot of sense. However if the standard shield partial protection to EMP remains, while applicable, would not really do much.

Slipstream core bomb and Spatial Rift would be interesting to do, and since the MVP teleport power works on a similar principle, easily replicable.

Plasma conductor, Hellfire, Healing Orb, PHASR, EMP Scrambler, IFF Jammer, Chamaleonic circuit, Phased drones, Flak cannons, Anti-gluon beam, Drone deployment, Armory (even more so now that only when colonizing/conquering a planet you get ammo), Engine, RCS, Ballast, Nanobot generator, Turret mines, Missile mine, Countermeasures, Null Zone, Energy Blade, Defense Zone and Deflector Shield would still be perfectly applicable.

Proton Beam would be applicable, and an interesting idea for a mouse-aimed weapon.