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- Aug 9, 2019
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- 143
I posted this on discord as well, I’d like to hear some more opinions on it!
Why do we need this?
Due to Starbase’s unique damage and method of design, armored ground combat would possibly be the best of any game. Every part in a vehicle would have a purpose, every vehicle would be designed for a specific role, and would adapt to an entirely unique meta. The potential in this realm of design and combat are immeasurable.
What’s added?
Transportation
Wheels and/or tracks. This is mostly up to the developers and how they want to style their game, and is mostly inconsequential. Tracks would make the vehicles have less turning capability, on average slower, and would have easy targets to quickly immobilize them. They would have better handling over varied terrain, and have a lower profile. Would be best to allow us to customize down to each wheel/track part for different choices relative to repair, mobility, and strength.
A new generator is added, consuming fuel and producing a unique power used only to drive wheels or tracks. This generator produces enough power to move extremely heavy vehicles.
Armor
An extremely heavy armor is added, resistant to all but torpedoes and AP rounds to different degrees (covered next). Ground vehicle armor would be in 3 different categories:
Cat 1: Light armor. Extremely fast vehicle, but tripods cut through it like butter. Still resistant to most infantry weapons.
Cat 2: Onium/Aegisium. Still quite fast, and resistant but not impenetrable by tripods.
Cat 3: New material. Usually slower, but is resistant to all weapons except torpedoes and AP rounds at 1 plate of thickness.
Weapons
Multiple guns would be added, with the barrel (customizable in length, affects accuracy and projectile speed) and breech (main part of the gun). Guns would be separated by millimeter width, and have unique barrel parts and breeches for each size. Each weapon will have individually loaded ammunition, of AP and HE.
Gun calibers
40mm: A smaller, light, and fast firing gun, shredding whatever it can penetrate. Not able to penetrate the new material, but just about anything else is a piece of cake. Due to it’s fast firing, the vehicle has to carry a very large amount of ammunition. This gun has the unique ability of being belt fed, rather than individually loaded rounds. Ammunition racks and a belt would be added as parts, with the belt acting like a resource bridge, able to be attached and detached from the breech. The barrel may not be a customizable length. This gun can be easily used for a close range AA vehicle as well as suitable for IFVs and APCs.
100mm: The smallest individually loaded gun, this is best for light tank destroyers. Able to penetrate the new material, but has trouble with more plates than one or two.
120mm: A medium gun, best for all-around MBTs. Able to deal with multiple plates of the new material.
150mm: A heavy and hard-hitting gun, able to penetrate almost everything easily. Very slow to transport, best suited for not being in the line of fire, like artillery.
These numbers are not concrete, and can easily change. They are used to give names to different capabilities.
Ammunition
Each caliber will have their own AP and HE rounds. able to be loaded into the breech similar to how ship weapons are loaded. Ammunition will explode if a projectile meets it. AP, or armor penetrating, will be the main anti armor round. HE will have a light penetration capability, but they will mainly have a fragmentation effect, destroying infantry and low armor plates/items within a radius decided by caliber. Autoloaders may be added and possibly customizable, but will always take a significant amount longer than an endo loader.
Controls
A turret ring and gunner seat are added, making a turret act similar to a tripod weapon, able to move uniquely to the hull, and by another person, but only left/right.
To move up/down, you need to mount your breech to a unique turntable. This limits barrel length due to a weight restriction. Turrets are controllable with mouse controls, using ship mouse controls to feed values to the ring and turntable, but YOLOL and levers are able to feed values (not needed if it interferes with hosting, but would be very nice). You are able to man an armored vehicle by yourself, but greatly restricts capability and combat effectiveness, so it is only encouraged for specially designed vehicles. The driver has generic lever controls linked to tracks/wheels turning (not very influential in how it’s decided).
SAM-like systems using torpedoes and radiation tracking would be a good addition as well, possibly a wire-guided version as well (guided with mouse controls), mainly for another AA option besides the 40mm cannon
The gun operator with have the ability to zoom in, like using the handheld railgun in 3rd person. You’ll still have to design strong viewports for crew members, since 3rd person won’t be a thing while operating vehicles
Won’t this be used in ships?
Yes, and that’s not necessary a bad thing! Tank busting cannons would be a great addition. due to their weight, these guns and new material will not be effective in most ship to ship combat. Ship-side balancing isn’t really where I have the most informed ideas in, but I don’t believe it will be much of a shake-up in the ship side of combat. I believe that’s it for now, and don’t hesitate to @ me for questions about anything!
(Little disclaimer: this shouldn’t be added before EA. It’s an expansion on the game, and exploring the potential this universe brings, but isn’t required for any sort of function game in this genre. I’m not calling for it to be added anytime soon, just when it can be this is how I’d like it.)
Why do we need this?
Due to Starbase’s unique damage and method of design, armored ground combat would possibly be the best of any game. Every part in a vehicle would have a purpose, every vehicle would be designed for a specific role, and would adapt to an entirely unique meta. The potential in this realm of design and combat are immeasurable.
What’s added?
Transportation
Wheels and/or tracks. This is mostly up to the developers and how they want to style their game, and is mostly inconsequential. Tracks would make the vehicles have less turning capability, on average slower, and would have easy targets to quickly immobilize them. They would have better handling over varied terrain, and have a lower profile. Would be best to allow us to customize down to each wheel/track part for different choices relative to repair, mobility, and strength.
A new generator is added, consuming fuel and producing a unique power used only to drive wheels or tracks. This generator produces enough power to move extremely heavy vehicles.
Armor
An extremely heavy armor is added, resistant to all but torpedoes and AP rounds to different degrees (covered next). Ground vehicle armor would be in 3 different categories:
Cat 1: Light armor. Extremely fast vehicle, but tripods cut through it like butter. Still resistant to most infantry weapons.
Cat 2: Onium/Aegisium. Still quite fast, and resistant but not impenetrable by tripods.
Cat 3: New material. Usually slower, but is resistant to all weapons except torpedoes and AP rounds at 1 plate of thickness.
Weapons
Multiple guns would be added, with the barrel (customizable in length, affects accuracy and projectile speed) and breech (main part of the gun). Guns would be separated by millimeter width, and have unique barrel parts and breeches for each size. Each weapon will have individually loaded ammunition, of AP and HE.
Gun calibers
40mm: A smaller, light, and fast firing gun, shredding whatever it can penetrate. Not able to penetrate the new material, but just about anything else is a piece of cake. Due to it’s fast firing, the vehicle has to carry a very large amount of ammunition. This gun has the unique ability of being belt fed, rather than individually loaded rounds. Ammunition racks and a belt would be added as parts, with the belt acting like a resource bridge, able to be attached and detached from the breech. The barrel may not be a customizable length. This gun can be easily used for a close range AA vehicle as well as suitable for IFVs and APCs.
100mm: The smallest individually loaded gun, this is best for light tank destroyers. Able to penetrate the new material, but has trouble with more plates than one or two.
120mm: A medium gun, best for all-around MBTs. Able to deal with multiple plates of the new material.
150mm: A heavy and hard-hitting gun, able to penetrate almost everything easily. Very slow to transport, best suited for not being in the line of fire, like artillery.
These numbers are not concrete, and can easily change. They are used to give names to different capabilities.
Ammunition
Each caliber will have their own AP and HE rounds. able to be loaded into the breech similar to how ship weapons are loaded. Ammunition will explode if a projectile meets it. AP, or armor penetrating, will be the main anti armor round. HE will have a light penetration capability, but they will mainly have a fragmentation effect, destroying infantry and low armor plates/items within a radius decided by caliber. Autoloaders may be added and possibly customizable, but will always take a significant amount longer than an endo loader.
Controls
A turret ring and gunner seat are added, making a turret act similar to a tripod weapon, able to move uniquely to the hull, and by another person, but only left/right.
To move up/down, you need to mount your breech to a unique turntable. This limits barrel length due to a weight restriction. Turrets are controllable with mouse controls, using ship mouse controls to feed values to the ring and turntable, but YOLOL and levers are able to feed values (not needed if it interferes with hosting, but would be very nice). You are able to man an armored vehicle by yourself, but greatly restricts capability and combat effectiveness, so it is only encouraged for specially designed vehicles. The driver has generic lever controls linked to tracks/wheels turning (not very influential in how it’s decided).
SAM-like systems using torpedoes and radiation tracking would be a good addition as well, possibly a wire-guided version as well (guided with mouse controls), mainly for another AA option besides the 40mm cannon
The gun operator with have the ability to zoom in, like using the handheld railgun in 3rd person. You’ll still have to design strong viewports for crew members, since 3rd person won’t be a thing while operating vehicles
Won’t this be used in ships?
Yes, and that’s not necessary a bad thing! Tank busting cannons would be a great addition. due to their weight, these guns and new material will not be effective in most ship to ship combat. Ship-side balancing isn’t really where I have the most informed ideas in, but I don’t believe it will be much of a shake-up in the ship side of combat. I believe that’s it for now, and don’t hesitate to @ me for questions about anything!
(Little disclaimer: this shouldn’t be added before EA. It’s an expansion on the game, and exploring the potential this universe brings, but isn’t required for any sort of function game in this genre. I’m not calling for it to be added anytime soon, just when it can be this is how I’d like it.)
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