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Railgun (Chargable perhaps)
Nukes
Bigass lightsabre for chopping up flagships
Mines (Homing?)
Sentries
Funnels/Fin Funnels (in Gundam)
Self Destruction/Spherical AoE for dealing small damage in all directions
Grappling Chain
Firing all weapons including emptying rockets and missiles at once
Sniper rifle, increasing damage when accuracy is above 90% or something like that (or anything super long range)
Sticky bomb (I can't think of how it could be useful though)
Some sort of net or mine that can immoblize enemies
Missiles that can temporarily disable enemy weapons
Repairing station (not a weapon, I know)
Missiles that can steal enemy sheild
A wired drone that can only circle around you and attack automatically when enemy gets real close
I'm out.
or a beam tail behind your craft
or a melee-ish lance of some sort
(still only at mission 5, so)
- Rearm drone (maybe it costs a secondary slot?)
EDIT:
Also: Coop! :P
(Seriously, 2 player coop missions, even if only a couple, would rock this world.)
Content DLC ideas
Player vs Player: 1v1 2v2 5v5 10v10
Raid missions: A group of players join up together to take on a fleet or high end boss?
Joint missions: 2 to 5 players join up for a mission.
Weapon Ideas
EMP bomb/missiles that jams an enemy fighter's or ship's targting systems.
EMC/EMP Flares: Throws off the homing ability of missiles locked onto you.
Armor Piercing Missiles? Instead of being explosive weapons they would be ballistics. puching a hole in the armor of a ship. bypassing shields to a certain degree.
Long range missiles: The equivalent of a sniper rifle in missiles. Fires a single missile that homes in on a target. Not recommended for fighter to fighter medium/close range combat. Long range and high firepower. Low ammo count. High homing abilties.
Wireless drones with limited control. They're linked up with your Unit's main systems and provide support fire when enemies are at a certain distance. They draw on your unit's power supply.
Micro blackhole bomb: Very powerful weapon with a massive area of effect that draws anything in but highly experimental. Double edge sword since it draw's in both allies and enemies. Sometimes it triggers sometimes it doesn't. (limited to 1 bomb only. The sub weapon will NOT stack with the same weapons. Plus it can only be used once per mission for balance's sake.)
Homing lasers: fires several lasers at the same time that homes onto an enemy. Weak damage but good homing abilties. Average energy cost. Low to average damage. Medium range.
Single Shot Long Range Railgun: Primarily meant for taking out ships at a long distance. The railgun has a long charge time and cooldown but huge firepower.
Short Range Railgun: A short range railgun adapted for ship to ship combat. It sacrifices power and range for a shorter charge time and cooldown with the abilty to fire several rounds in in a row.
Energy Based Gatling guns: Short range 8 barrel gatling guns made for weathering down an enemy fighter's shields. Can be used for fighter to fighter combat. Low Damage and energy drain but very ammo consuming. Huge ammo count.
Micro Missiles: Fires a salvo of 3 or 5 micro missiles. Small missiles that are harder to detect. Short range and damge. Average ammo count.
It would be great to have some defesive weapons, like a Decoy. If you make a new DLC mission with heavy attack on you, a decoy (a "virtual" copy of your Strike Suit, a becon or something like that...) could be great to distract the enemies.
Not talking about weapons, trying to convince a friend to buy the game, he told me that what he loved to do in X-Wing was to go near the imperial destroyers and enter inside their hangars. I love that too in Ace Combat games, when you have to fly inside a facility. I don't know if there already is any mission like that, or if your engine supports capital ships big enough to enter inside them and make good combat in them, but it would be great to have some DLC missions like that.
Seriously could use some improvement in that area. Remember the chatter in FS2? Something like that, with emotion and anger and some banter here and there. The VA that I've encountered so far (up to mission 5) is dry, and stands out a lot against the beautiful presentation and music.
Fly a Capitol, Corvette, or Destroyer class vessel. You get to command a multi-turret vessel where you plot a course and control different turrets by switching weapons like on fighters; including every type of turret like flack, missile, laser, rail, torpedo, etc. Each turret would have its own unique targeting system and first person view. You can traverse highly occupied space versus fighters or even a 1vs1 capital ship.
Weapons-
Gauss weapon: It can be short-range cannon firing high-velocity metal rounds that knock the armor and destabilizes directional control. Slow reload and low non-explosive ammo count. The weapon sound should be a mechanical reload and chambering, a low frequency shock-wave when fired, and a metallic thump when hitting a target. It could have a dark smoke trail (there are too many flashy laser lights already)