Kinetic Void > General Discussions > Topic Details
打蠢队友 Jan 18 @ 2:46pm
will we have Missile?
Just like my topic, will we have missile? That may be fun
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Kaypix  [developer] Jan 19 @ 5:59am 
If we implement missiles as an optional weapon, they would not instantly kill any ship but would merely be seen as a larger damage spread projectile. Also they'd be a fininte number of resources on the ship (You'd pay for each missile) as opposed to the weapons we currently use on the ships. Additional damage types will be added in the future as well.
BigBrother Jan 20 @ 3:58pm 
Originally posted by Kaypix:
If we implement missiles as an optional weapon, they would not instantly kill any ship but would merely be seen as a larger damage spread projectile. Also they'd be a fininte number of resources on the ship (You'd pay for each missile) as opposed to the weapons we currently use on the ships. Additional damage types will be added in the future as well.
I'd rather see lasers in the next patch unless missiles tracked the target.
Lyrdian Jan 23 @ 3:00pm 
I like the missiles idea but instead of lower damage but in a more spread out area what about higher damage with a decent spread but almost nil dmg agaisnt shields
Kaypix  [developer] Jan 23 @ 3:10pm 
Great feedback guys :) Once we get to the "weapon type" in the process of development, we'll be revisiting all these threads.
Lyrdian Jan 24 @ 8:49am 
Also Kaypix, will different weapons do similiar to what i jsut said? So kinetic/explosive is better for armor (more direct vs more spread), energy for shields (kinda cliche in this day in gameing but hey it works and makes sense). And will there be mixed weapon types (so explosive/energy really is what im asking... the other types are kinda redundant... ARMO RPIERCING TORPS AWAY! "sir why didnt we fire a regular cannon?" "BECAUSE ITS FUN!"

Plasma Torps anyone?
Kaypix  [developer] Jan 24 @ 8:52am 
Lyrdian:
I know the guys are looking at least 2 additional damage model types beyond the Kinetic style we have now. They'll have different effects, and the armors will all be subject to strengths and weaknesses depending on what damage type you want to avoid the most.
Lyrdian Jan 24 @ 8:56am 
gotcha. Figured the resistances so atleast 3 damage types (Kinetic/kinetic resistance, Explosive/resistance, energy/resistance)
I guess a simpler method(maybe? I dunno... i worked mainly with crisis engine and not for very long in my game design class) would be to just but resistance onto the shield... either similiar to the armor where we get to add modules to increase resistance on shields or innately so the shields auto-resist certain damage.

anyways, you guys'll figure it out :)
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Date Posted: Jan 18 @ 2:46pm
Posts: 7