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Allow multiple weapons (and anti-missile) on a single outfit

Open Azure3141 opened this issue 2 years ago • 9 comments

Problem Description

Currently, you can't have a single weapon outfit with multiple defined weapons. You also cannot have a single weapon outfit that works both as a weapon and as an anti-missile, which is a constraint on creative freedom in outfit design.

Related Issue Links

N/A

Desired Solution

Allow outfits to include multiple independent weapons modules, firing simultaneously for primaries and both appearing as toggleable options for secondaries. Also allow them to have independent anti-missile attributes, allowing a turret to act both as a weapon and antimissile system

This would allow you create outfits like a CIWS turret that can both be used to attack other ships and shoot down missiles, or a mass driver that could launch multiple types of minerals, or a missile launcher with multiple ammo types.

Alternative Approaches

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Additional Context

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Azure3141 avatar Oct 18 '22 02:10 Azure3141

Isn't this handled by just having multiple turret slots?

ThrawnCA avatar Oct 18 '22 08:10 ThrawnCA

Not really. There is a fairly significant difference between AAA that can shoot at missiles and fighters, and having an anti missile and a fast turret sitting next to each other.

It would be nice to support multiple weapon outfits, anyway.

Zitchas avatar Oct 18 '22 10:10 Zitchas

How would turret turning work? AM rotated instantly while normal turrets rotate with a specific rate, which means that the two would conflict if it were to switch modes quickly

beccabunny avatar Oct 18 '22 10:10 beccabunny

There is a fairly significant difference between AAA that can shoot at missiles and fighters, and having an anti missile and a fast turret sitting next to each other.

Well, yes, a turret that can do both, but only takes up one slot, would certainly be more efficient/effective. But I would have said that the turret limitation is intentional. If a ship only has one turret slot available, then it's not supposed to be advanced enough to support multiple turret functions.

ThrawnCA avatar Oct 18 '22 11:10 ThrawnCA

Mixed feelings on this one, certainly turrets which perform both ship damage and AM are useful, if for no other reason than I no longer need to fly around in a lop sided Blackbird.

Large ships are woefully short of turrets and that should be the answer for them.

Smaller ships seem like a more reasonable case, combination turrets are always going to be a compromise anyway, due to engine limitations they're only viable for beam weapons because AM is beam only. So if it's meant to be the same weapon being double purposed then it will share most characteristics, including reload. So you potentially face having no shot available against another ship because the weapon is still reloading from shooting at a missile.

If it's meant to be two co-located weapons (individual weapon type, reoad, range etc) then just co-located two turrets, we need nothing new.

vitalchip avatar Oct 18 '22 13:10 vitalchip

Well, there is no reason that had to be the case... There could be multiple barrels mounted on the platform and it picks the appropriate one based on target. Good design, maybe not, but still possible.

Although this really makes me miss EVN's mechanics, where they didn't have anti-missile, they had Anti Air Artillery. As in things like quad light blaster turrets, which functioned pretty much exactly like the CWS and naturally would fire clouds of shots at missiles and fighters alike. But then EVN's missiles actually had hp of a sort. Interestingly, the AAA weapons main restriction was that they ignored anything bigger than a fighter.

Zitchas avatar Oct 18 '22 14:10 Zitchas

I was thinking each weapon could have individual attributes, formatted something like this (I just combined the Warder and Expeller here)

image

Azure3141 avatar Oct 18 '22 15:10 Azure3141

How would turret turning work? AM rotated instantly while normal turrets rotate with a specific rate, which means that the two would conflict if it were to switch modes quickly

Separate attributes would solve this, I think.

Well, yes, a turret that can do both, but only takes up one slot, would certainly be more efficient/effective. But I would have said that the turret limitation is intentional. If a ship only has one turret slot available, then it's not supposed to be advanced enough to support multiple turret functions.

Yeah, I'm not proposing stacking multiple turrets. You would have to specifically make outfits that used this feature, which would of course be balanced against their combined weapons capabilities.

If it's meant to be two co-located weapons (individual weapon type, reoad, range etc) then just co-located two turrets, we need nothing new.

I think the ability to have multiuse weapons is a lot more interesting than just stacking hardpoints and hoping the player will install two specific turrets in them.

Azure3141 avatar Oct 18 '22 15:10 Azure3141

I think this would be good for Quarg antimissile, as Quarg stuff is really powerfull it the antimissile should do a bit of damage to ships to.

ixPost avatar Apr 11 '24 10:04 ixPost