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tracer333
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Post subject: cripple series weapons Posted: Sun Apr 28, 2013 11:43 am |
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Joined: Sat Dec 22, 2012 9:44 am Posts: 11
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how about weapons that hurt opponents over time. (every turn something bad happens to them)
here is an example of some: 1# lose health each turn 2# lose energy each turn 3# gain heat each turn 4# lose 1 ammo from missiles or bullets each turn.
what do you think?
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Compactmoon
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Post subject: Re: cripple series weapons Posted: Sun Apr 28, 2013 10:22 pm |
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Joined: Tue Apr 16, 2013 9:11 am Posts: 11
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When it comes down to it that's essentially what a drone is
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Mk42
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Post subject: Re: cripple series weapons Posted: Tue Apr 30, 2013 2:13 am |
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Joined: Fri Apr 26, 2013 9:15 am Posts: 4
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Compactmoon wrote: When it comes down to it that's essentially what a drone is A drone requires resources to function. Rockets, bullets, energy or heat. Methinks tracers' idea is to have those effects on the enemy w/o expending resources from the attackers' mech.
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stone9091
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Post subject: Re: cripple series weapons Posted: Mon May 06, 2013 1:39 am |
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Joined: Mon May 06, 2013 1:34 am Posts: 1 Gender: male
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Last edited by stone9091 on Sat Jun 15, 2013 6:41 am, edited 1 time in total.
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generated-yHlItFMurOF1-1488397282
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Post subject: Re: cripple series weapons Posted: Mon May 06, 2013 4:53 am |
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Joined: Wed Mar 01, 2017 2:41 pm Posts: 0 Gender: male
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Well if you like information, you'll be pleased to hear that they're working on a wiki for supermechs too.
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Fieryrevenge317
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Post subject: Re: cripple series weapons Posted: Mon May 06, 2013 8:07 pm |
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Joined: Fri Apr 26, 2013 9:52 pm Posts: 3 Gender: male
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That would depend on how powerful they are. If they were too powerful, you could just fill up your weapon slots with heat gaining weapons, for example, no one could beat you, because you'd just repeatedly force shutdown your opponents' mechs. If they were too weak, and you only had one, it'd be a waste of money, because their effects are too insignificant.
They would have to have some restrictions, like being rare (expensive), having small ranges, short lasting effects, etc. for it to be fair.
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tracer333
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Post subject: Re: cripple series weapons Posted: Mon May 13, 2013 7:07 pm |
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Joined: Sat Dec 22, 2012 9:44 am Posts: 11
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Fieryrevenge317 wrote: That would depend on how powerful they are. If they were too powerful, you could just fill up your weapon slots with heat gaining weapons, for example, no one could beat you, because you'd just repeatedly force shutdown your opponents' mechs. If they were too weak, and you only had one, it'd be a waste of money, because their effects are too insignificant.
They would have to have some restrictions, like being rare (expensive), having small ranges, short lasting effects, etc. for it to be fair. my main restriction i thought up was a short lasting non-stackable effect.
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R00STER
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Post subject: Re: cripple series weapons Posted: Thu May 16, 2013 4:52 am |
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Joined: Wed May 15, 2013 7:00 am Posts: 7
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I could see this working if there were an upkeep of sorts. Like say you use one of these weapons for an ACTUAL crippling effect, your opponent cannot move anywhere, but you have to spend one action point each turn to keep this effect in place, however there is only a certain percentage of a chance that the effect will continue, so you may end up using one of your actions for nothing.
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