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There are three basic types of weapons in Hover Carnage: rockets, mines, and
energy weapons.
- Energy weapons are the simplest weapon type, but they
understandably consume the most energy. They have the nice characteristic of
being practically instantaneous. One energy weapon is the singularity
machine gun, which riddles your opponent with a barrage of tiny black holes.
Another is the laser blaster, which sends out a ray of minor pain.
- Rockets are the weapons with the widest array of options:
payload, propulsion, and trigger. They are side-mounted, dual-firing
projectiles that can pack quite a punch, depending on your payload selection.
- Mines are released from behind and hover over the surface of the
tunnel, waiting for an unsuspecting ship to come careening into them. You
can configure your mines by payload and trigger. Mines do not have any
propulsion other than the original velocity with which you impart them upon
release.
With all this talk of configuring weapons, you may be a little be vexed that
we're departing from the realm of action deathmatch games and into the land
of gratuitously-complicated RPGs. Not to worry. Configuration of weapons
only occurs between rounds of play. You're able to configure four projectile
weapons that you can switch between during battle, and then you also have
the use of the two energy weapons. But if you don't want to deal with any of
these options, you can select from pre-configured weapons types. The options
are really there for those who want to experiment with tweaking weapons to
their liking.
The goal is to allow players to develop a wide variety of strategies for attacking other players, defending themselves, and hopefully even cooperating.
Here's a table of all the options you have when configuring a projectile
weapon. For example, you could create an explosive, ion-propelled rocket
with a proximity trigger. Or you could design a an EMP mine that will detonate
on your signal. It's all up to you. Then, with the weapons schematics you've
designed, you can automatically construct a real projectile at any time during
battle with your ship's molecular assembler. So the action-packed combat is
similar to any other action game. The difference is that between rounds of
battle, you get to design your own weapons!
Category |
Types |
Heat |
Mass |
Energy |
Notes |
Payload |
None |
0 |
0 |
0 |
inflicts zero damage; breaks apart upon triggering or impact |
Explosives |
20 |
30 |
5 |
inflicts moderate impact damage, plus minor blast damage |
Nanites |
5 |
20 |
20 |
inflicts zero impact damage, plus moderate damage for several seconds after impact |
Sparklers |
20 |
10 |
20 |
inflicts zero damage; continually emits heat and light to confuse targetting systems |
EMP |
30 |
5 |
40 |
temporarily disables various systems; can be triggered by another EMP |
Micronuke |
50 |
50 |
20 |
inflicts major impact damage, plus moderate blast damage |
Jello |
0 |
0 |
0 |
causes an object to rotate wildly in response to collision ; rapidly coats object with a layer of sticky film, causing it to stick to walls or other objects |
Singularity |
0 |
LARGE_NUM |
0 |
This weapon is a charge that creates a momentary nano-black hole at its center. The black hole draws nearby items towards it. Those unlucky enough to intersect the event horizon are lost forever. |
Propulsion |
None |
0 |
0 |
0 |
provides no thrust of its own |
Ion |
10 |
10 |
20 |
provides low thrust; temporarily disabled by EMP |
Gravitational |
5 |
10 |
50 |
provides high thrust; temporarily disabled by EMP |
Chemical |
20 |
20 |
5 |
provides medium thrust |
Nuclear |
20 |
50 |
10 |
provides high thrust; temporarily disabled by EMP |
Trigger |
None |
0 |
0 |
0 |
only detonates upon impact |
Time Delay |
0 |
1 |
1 |
user-configurable number of seconds |
Proximity to Target |
0 |
1 |
5 |
user-configurable range; temporarily disabled by EMP |
Signal |
0 |
1 |
1 |
temporarily disabled/triggered by EMP near craft or projectile |
Properties: In the above table, Heat is the amount of heat or
electromagnetic radiation released (for propulsion types, the release is
constant, but for payload types, the release is upon detonation). Mass and
Energy are the respective amounts of your ship's matter and energy stores
required to construct one projectile during battle.
Payload refers to the flavor of pain that a particular projectile
inflicts upon the unlucky recipient.
Propulsion is the means by which a projectile propels itself from one
place to another. Projectiles with propulsion types that have high thrust
values cannot turn very quickly, and so they will perform poorly at homing
onto a target. But such projectiles do have the benefit of being very
speedy. Note that mines cannot have any propulsion.
Trigger is the means by which a projectile decides when to detonate.
All projectiles explode when they receive damage, such as upon impact, but a
trigger allows a projectile to go boom for other reasons, too.
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