Adamant Mod News

[ Index ] - [ News ] - [ Forums ] - [ Features ] - [ Database ] - [ Download ] - [ Screenshots ] - [ Docs ] - [ Credits ] - [ Dev ] - [ Settings ]

Subscribe to the Adamant Mod news RSS feed.

Weapons Redesign Discussion [ 2006-01-31 00:44:47 ]

After reviewing the weapons of the mod, I have come to the conclusion that different paradigms aren't all that different. There are minor differences, but they are just details.

To remedy this, I am contemplating starting over on all of the weapons. Each paradigm will have some non-autofire PD weapons and 10 other weapons. These 10 weapons will include every ship weapon, from beams to missiles to special damage types. The weapons will all be, say, 500 kT, with mounts providing a variety of scaled options. Each weapon will have 15 levels, split into groups of 3: a low tech version requiring almost no theoretical techs, a medium tech version requiring moderate theoretical techs (and the low tech version), and a high tech version.

Each paradigm should have some general theme to their weaponry. For example, organic races might focus on short ranged claw weapons and missiles. Energy races might focus on long range beams (where long range is going to be about 8 or so, with more weapons limited to ranges like 3 and 5, especially in the early game).

This system should hopefully make the weapon selection of each paradigm unique, thus creating different strengths and weaknesses.

You can discuss this in this thread over in the Adamant forums.

- Fyron