The problem with some other MMOs is that the ammo type is prettysimplistic and pretty limited. I’d like to see a larger variety ofammunion and the logistics of reloading and weapon selection as animportant logistics focus prior to combat. This may be too much tediumand minutia to deal with. Something that allows great use of ammunitionmixing strategies might be a bit too much for a MMO. The reality ofcombat doesn’t always jive well with gaming. The weapons I listed allhave some variation small variation of ability. It’s the ammunitiontypes that will deal the damage. Ammunition types should not so much bebased on the standard Eve-Online types like: thermal, EM, Kinetic,Explosive. It is a start though. The damage types I am thinking of are:primary shield, primary armor, primary systems, multi-variations,special items. Why did I list it this way? Because real systems tend tohave weaknesses that can be attacked. With the weapon determiningaccuracy, RoF, alpha strike, Critical hit. It remains for most ammotype to determine the damages on the target as well a DOT.
Except for lasers, each weapon has its own ammunition.
Coilguns are fairly low impulse guns. I figure for game play thismight make it a good rubbish bin for most anything that will fit in thebarrel. Probably not realistic but, hey, whatever. Ammunition typeswill very. But since the gun is supposedly a decent gun for all around,general usage. It should probably get all sorts of ammunition choices.
Explosive shell: General purpose shell. Like most cannon rounds of today.
Grape shell: Sand caster/shotgun effect used for anti-missile and anti-fighter defense.
HEAT: Explosive, anti armor, perfect for close combat and for reduction of hardened objects
Electro-Net: for shields and EM damage. does no real damage to armor (make up your own word)
EW Jammers: Low end jammers meant for self defense rather than as a active jamming solution.
RAP: (Rocket assisted Projectile) Increase range with a smaller warhead.
This gun type relies mostly on kinetic energy to do its job.Because of the accelleration of the gun it works best at longer rangeswhere some of the ammunition sent would not be very usefull. Also I hadto limit ammunition types for game reasons.
Discarded-Sabot-Flechette: It’s a arrow! Ok, this is a standard kinetic penetrator. Probably mostly used against armor
Solid Shot: This is the less capable version of a Flechette. It’s used in smaller guns normally.
Beehive: This is a bundle of flechettes. This is a long range shotgun.
This part is complicated as there is almost nothing you can’t stickin a missile. I’m going to list three different sizes of missileammunition even though that’s really not how missiles are figured out.Missiles are expensive compared to other ammunition and missiles tendto have different problems that other ammo types are immune from. Asyou can see I need a lot of help on getting this balanced and right.Typically a missile seldome misses. If it does it was a failure in themissile, not in the aim. But since a missile can’t be aimed other thanat a full target that should mean most missiles would do less basedamage. All hits and alphas and other mumbo jumbo words are incomparison to like weapon size Note rate of fire not related tolauncher but to what the game engine and perhaps sensor limits canhandle.
Anti-Fighter/Missile-missile: (explosive) Typical missile carried by fighters and capital ships.
-Short range, low critical hit, medium alpha strike, medium RoF, no DOT, low AOE
Electro-Net missile: (antishield) Same as the coilgun ammo but in a missile. Carried by fightersmostly. uses carbon fiber conductors. short out shield
- Short range, medium critical hit, low alpha strike, medium RoF, medium DOT
Attack Missile: Hyper velocity, anti-armor missile, lightweight kinetic energy missile.
-Short range, low critical hit, low alpha strike, high RoF, no DOT
Rockets: (explosive) Yeah I think they are going to be useless but some folks want them. Treat this like a low velocity gun.
-Very short range, low accuracy, low critical hit, medium alpha, high RoF, no DOT
Anti-Ship missile: (HEAT) The backbone of the missile versions. This is what most non fighter combat ships carry.
- Medium range, low critical hit, medium alpha strike, medium RoF, no DOT
Electro-Net missile: (anti-shield) larger version with longer range, It’s a shield vampire
- Medium range, high critical hit, low alpha strike, medium RoF, high DOT
Attack Missile: longer ranged hyper velocity, anti-armor missile
- Medium range, low critical hit, low alpha strike, high RoF, no DOT
Anti-Radiation missile: Self guided missile. only goes after ships systems, like sensors.
- Medium range, medium critical hit, medium alpha strike, low RoF, medium DOT
Active ECM missile: Small chance to jam sensors and to break sensor locks for short period
- Special, unguided, low range, low chance to jam, low time of jam, medium RoF, no DOT
Anti-Ship missile: (nuclear, shaped charge) Typical missile used by cruisers through capital ships. maybe can be tuned for attack type?
- Long range, medium critical hit, medium alpha strike, low RoF, low DOT, low AOE
Attack Missile: Hypervelocitykinetic energy, multiple warheads (Beehive) does smaller damage overall but has a higher chance of a critical strike.
- Long range, high critical hit, high alpha strike, low RoF, no DOT
Active ECM missile: medium chance to jam sensors and break missile locks for ships and missiles at longer range.
- Special, unguided, medium range, medium chance to jam, low time of jam, low RoF, no DOT
Light Smart Mine: Uses missilelauncher to launch temporary lightweight mines. mines have a limitedduration and low number count (5 at a time maybe)
- Special, unguided/guided hybrid, low range, low critical hit, medium RoF, low DOT, low AOE
Sensor Missile: This missile does no damage but carries low grade active and passive sensors to increase chance of detection while active.
- Special, Long range, increase sensor scan ability by xx%, chance to break jam by xx%, medium duration very low RoF, medium AOE
Torpedo1: (nuclear, with laserhead) Anti-capital-ship or anti bunker weapon. carried by larger shipsand perhaps some smaller ships (limit launch numbers)
- Very long range, poor turning, high critical hit, high alpha strike, very low ROF, low DOT, medium AOE
Torpedo2: (nuclear, submunitions) Anti-formation, weapon. carried by larger ships and some smaller to break up a fleet.
- Very long range, poor turning, low critical hit, high alpha strike, very low ROF, low DOT, high AOE
CapTor Mine: This is a mine with a torpedo in it. It is a long duration deployable mine. used for access control. (must limit numbers)
- Medium range, poor turning, medium critical hit, low alpha, very low ROF, medium DOT, high AOE
Deepspace Probe: This is your probe scanner. long duration with a scana area. scans about as well as a fighter though easier to jam.
- Very long range (variable for duration), increase sensor scan byxx%, chance to break jam by xx%, long duration very low ROF, high AOE.