Weapon and device idea's

Primary Weapons
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New weapons
(my idea of variants is kind of like what the bloodstar repeater did, changes how the weapon functions or it's role.)
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Slug thrower: A Slow firing heavy cannon with relatively fast projectiles that primarily do great amounts of damage to armor , capable of dishing out heavy damage at long ranges but requires a lot of energy with each shot. semi auto weapon.

Variant: Slug Repeater: Full auto, fires faster but does less damage and has slightly greater spread.

Variant: Slug Cannon: Uses much more energy but fires a devastating projectile that has extreme range and projectile speed.
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Arc Cannon: A chargeable arc cannon that devastates shields but does little to nothing against armor or hulls. small chance of disabling enemy sub systems. Only usable in relatively close range. capable of hitting multiple enemies per shot

Variant: Overcharged Arc Cannon: affects a wider but shorter area.

Variant: Arc Repeater: Full auto arc cannon that devastates shields, has shorter range but greater usability and potential DPS.

Variant: Plasma Arc Cannon: deals less damage to shields but can now also damage armor.
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Current weapon variants
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Railgun variant: Railgun Repeater: has shorter charge time and will fire as soon as fully charged and repeat, has slightly less range.

Railgun Variant: Bypasser Railgun: Deals a percentage of damage done to armor and/or shields straight to the enemies hull.
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Blaster Variant: Volatile Blaster: slower rate of fire and higher energy consumption, but all
projectiles have arcs that can jump to targets within a certain range dealing a percentage of the projectiles damage.
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Gauss Cannon Variant: Burst Gauss Cannon: after a short charge fires a quick but devastating burst.
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Pulse Laser Variant: Synchronized Pulse laser: Fires both lasers at once but uses more energy.
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Thermo Gun Variant: Experimental Thermo gun: Projectiles are capable of doing sharp turns and will not stop till they either hit something or run out of energy(time limit).

Special Thermo gun Variant: Obliterator Thermo gun: charges up and unleashes a hail of projectiles.
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Flak Cannon Variant: Burst flak cannon: fires in quick 2 shot bursts

Special Flak Cannon Variant: Cluster Flak Cannon: Projectiles explode into more smaller projectiles.
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Beam Laser Variant: Unstable Beam Laser: After a moment of firing the laser grows a bit thicker and deals more damage the longer it's fired(to a certain percentage), but it consumes more and more energy the longer it's fired.

Special Beam Laser Variant: Overcharged Beam Laser: after a moment of firing the beam causes a small explosion and deals a burst of damage, must be re-fired afterwards. (Think of it almost like a charge weapon)


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Secondary Weapons
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Seeker Mine: Seeks out nearby enemies.

Cluster Mines: Release multiple smaller and slower moving mines

Tether Mine: Tethers nearby enemies to it for a short time, rendering them nearly immobile.
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Hive Missile: rapidly fire rockets that after a very short time lock onto random nearby enemies.

Stealth Missile: immune to anti missile units

Armor penetrating Missile: Deals extra damage to armor but less to shields
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Consumables:
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(Uncommon) Pulse turret.

(Rare) Laser Turret.
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(Uncommon) Advanced Nanobot small to large
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(Uncommon) Advanced Damage Booster: 60% damage increase for 20s

(Rare) Black Market Damage Booster: 75% damage increase for 12s but decreases damage for 12s afterwards

Speed booster: Increase overall Speed for 20s

(Uncommon): Advanced Speed Booster: more than the normal speed boost, lasts for 20s
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Assault drone: Drone that attacks enemies and distracts them, lasts 2 minutes

(Uncommon) Advanced Assault Drone: does more damage and has more health
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Support drone: occasionally repairs your haul and armor by a small amount, boosts shield regen speed by a small amount, lasts 2 minutes

(Uncommon) Advanced Support Drone: occasionally repairs your haul and armor by a larger amount, boosts shield regen speed by a larger amount, lasts 2 minutes


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Devices
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(Support) Overshield: Release an overshield that absorbs an amount of damage for a time, you cannot attack whilst the shield is active, can be disabled to return the unused duration.

Mode 1: Deflector: enemies take a portion of the damage they deal to the shield

Mode 2: Bunker: Doesn't protect from the front, but you can fire your weapons

Mode 3: Explode: when shield is destroyed, or deactivated, deals damage in a radius.
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(Warfare) Ramming protocol: Charge toward a selected enemy with a large forward speed boost and ram them, dealing damage and sending them flying if they survive.

Mode 1: Plasma Cutter: use a plasma cutter(basically a forward energy sword) to drastically increase ramming damage, increases cooldown.
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Mode 2: Armored Charge: decrease damage taken whilst charging.

Mode 3: Adrenaline Rush: After successfully ramming your target gain unlimited energy for a very short time.
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