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Author Topic: Unique Weapons & Defenses  (Read 1312 times)
Helphyre
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« on: December 05, 2008, 06:13:55 AM »

I figured I would start a thread focused on unique weapons and defenses. Below are a list of threads already on the subject. Please PM me if you would like me to add another thread I missed. And post your own unique ideas here.

Utility Weapons
http://www.forceofarms.com/msgbbs/index.php?topic=276.0

Wacky Weapons of Doom
http://www.forceofarms.com/msgbbs/index.php?topic=54.0

Mines, Ground Def. & Implacement
http://www.forceofarms.com/msgbbs/index.php?topic=187.0

Drone Bays
http://www.forceofarms.com/msgbbs/index.php?topic=183.15

Please add your ideas.
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Helphyre
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« Reply #1 on: December 05, 2008, 06:30:33 AM »

Field Generators.

These require 3 points to work and the field is created in straight lines inbetween these point. Obviously more generators could be added to create a shape other than a triangle but three are minimum. Also the fields are able to trangulate to a certain angle to create a pyramidal field above the area. Iv you have the proper hard ware and calibration codes than your mech can operate as normal in the field. But beware these things light up just about every type of radar like a flare in pitch blackness.

Disruption Field
These generate a field that scambles and deactivates the weapon systems within the field. This would allow for non hostile areas. Simply make the generators totaly or nearly indestructable due to shield and armor and you have yourself a area where players cannot attack. These require a vast ammount of energy and technology to create. As such they are only really located in inter-corporation assembly areas to keep the peace and major city centers. There would be no attacking here becuase the access codes would not be given out. And yes you would be able to fire from outside the field in as a envisioned it. Major areas would place these far enough out that it would be difficult for all but very longrange missles to make it in. Or they could be closer in and energy field couls be used to stop missles from entering.

The idea behind these is that some large satelite bases would have these in place to prevent raids. And act as conquerable hubs. The mechs who own the base can use weapons in the field because they have the access codes. But those raiding would need to first destroy the generators. Before having a good way to attck the base.


Distortion Fields
These are mountable on mechs but again atleast 3 are needed more if you wants. The pyramidal nature of the field would also allow for aircraft to hide in the field, but the field would get smaller the higher they flew. Within the field practically no radar information is available. This would allow large or small teams to disguise there numbers. Obviosly you would not be sneaking up on a tgt. but teams could launch mutiple assult groups only one of which was hiding the main battle force the others would be diversions, but the only way for the other team to know what was coming would be through visual confirmation. Again the sourse points of the field would become very large and easy tgts to hit. because every one would know where they are, but 0 or 50 mechs could be hiding in the field.
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Helphyre
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« Reply #2 on: December 11, 2008, 06:11:53 AM »

More!!!

Mortar Launcher

This will have typical mortars but also can be outfitted with special rounds for more advanced comba maneuvers. Also low tech ammo bins will only have one type of ammo, but more advanced ones will have an internal loader and several different bays for different rounds allowing a multiple assortment to help yoiu along the way. Obvilusly since an internal loader is included some of the capacity is gone. And since mortars require an upward trajectory they need to be mounted on the head or shoulders to be effective.

Explosive rounds - Typical rounds for mortar. Different grades make different explosion sizes.

Carpet Bomber - Explosive round that detonates well above the round and spreads destruction over a larger area, obviously the damage dealt to a single area is greatly decreased.

Smoke Rounds - Pretty straight forward smokes out an area reducing visibility.. great for those who want to get in close. Also more advanced smoke screen carry vaporized iron and other such metals that light up a radar screen but block most radar. (If you are able to envelop a mech in a smoke screen they probably will not be able to see what is coming.) (For balance a radar smoke screen will probably be much less visually obstructing.)

Flash bang - makes those who are facing the blast have their screens go white and slowly fade back to normal over time.

EMP bang - tends to reak havok on electrical systems and energy weapons of those in range. Effects done deacrease sharply with range from blast (so be accurate.)

Force Field Round - explodes in flight realeasing several smaller rounds that align themselves in a line (distance to be determined) perpendicular to the mech that fired them these then strike the ground and activate. In a similar technology to the field generators these create and energy field across the battle field effectivly stopping faire across its border for a short duration or damage period (this has a very short duration, but can take a relativly high amount of damage). Top end tech here. Mechs can cross the field but take serious STUN damage.

Seismic round - Not quite sure if this one can be coded the way I want but.... This round strikes the round and begins emitting seismic pulses. This pulses liquify the soil and cause mechs to sink (slow movement) and make the recticle (sp.) go haywire (very hard to tgt) This range of effect is relativly large but decreases more and more away from the epicenter. It might be hard to code that the effects do not work on bedrock areas(not sure if soil distinctions will even be coded), but also these will not affect hover tanks for obvious reasons. Again very high end tech stuff.

I am sure there are more ideas here, but these might act as kinda special abliity to be loaded on the mech. The higher end stuff might not be availaible to newbies since the Corporations will not want to waste the effort on some one who does no know how to use them. Please add more if you got it.
« Last Edit: December 11, 2008, 06:47:55 AM by Helphyre » Logged
Beovvulf
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« Reply #3 on: January 01, 2009, 08:24:49 AM »

Distortion Fields
These are mountable on mechs but again atleast 3 are needed more if you wants. The pyramidal nature of the field would also allow for aircraft to hide in the field, but the field would get smaller the higher they flew. Within the field practically no radar information is available. This would allow large or small teams to disguise there numbers. Obviosly you would not be sneaking up on a tgt. but teams could launch mutiple assult groups only one of which was hiding the main battle force the others would be diversions, but the only way for the other team to know what was coming would be through visual confirmation. Again the sourse points of the field would become very large and easy tgts to hit. because every one would know where they are, but 0 or 50 mechs could be hiding in the field.

While I understand the principle behind this concept I feel that it should be an item that requires multiple "dedicated" Mechs, for each level, to power it and the technology should exist to be able to "see" through it.  This would be too powerful an item otherwise and it should still be a strategic choice, not a catch all or end all, with a chance that the "enemy" has planned for its use.

The reason that I am making this comment is that I feel this type of item is merely a lazy man's way to make up for poor strategy.  Any technology/ability/magic that can accomplish this type of effect has to have serious weaknesses OR other technology/ability/magic to overcome it.  It can not be considered to be an absolute.

Even stealth planes can be detected, you just have to know what to look for.
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Helphyre
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« Reply #4 on: January 20, 2009, 11:31:00 AM »

I thank you for your comments, and I agree the field should not be absolute. But it should work at least as well as todays jammers do. It is my understanding (somone correct me if i am wrong here) that jammers work by simply overloading the signal range with random feeds this is very efficient at scrambling this desired information. However, the big weakness with this and my proposed system is that the equipment generating the field is very easy to locate and there for can be easily tgted and neutralized. The same thig would work for the Distortion field I proposed. Inside the field it would be difficult to see. However the 3 or more mech generating the field would be very easy to take tgt and hense brign down the field. Also the other balance to this field is that it is in no way a form of stealth. The field would blatently show up on radar. So the only thing I would be good for is disguising numbers.  It was simply a tool to develop interesting stratagies, especially for large raiding parties.

Hope this helps clear up a few points. But please keep the comments coming. they force me to rethink my own ideas and in theory that should make them and the game better.
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dude1744
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« Reply #5 on: May 19, 2012, 08:26:03 PM »

Deployable Cruise missle/Howitzer/Mortar/Cannon

A small deployable device that can be placed anywhere.  Only 1 can be placed at a time.  They will remain until they run out of ammo.  Once placed, a laser designator can be pointed at targets so the unit will fire at them.  Multiple types could be created like Multi Barrel Howitzer or Gatling Cannon.  Howitzers and mortars can fire extremely long ranges, so far that they cannot be seen.  They could also fire over obstacles, however, cannons would be restricted to line of sight.  The guns would be very lightly armored, making them easily defeated by scout mechs.  The guns could also load various shells.  From the standard HE to super advanced electronic warfare devices.  A cruise missle could be targeted and destroyed while in flight.  All of these weapons would be expensive, heavily damaging, lightly armored, and very heavy.
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