Hi everyone!
I've been playing plenty of FL mods lately and seen various new features and implementations for FL. Although somewhat I've rarely seen modders make any other types of weapons than a more powerful and faster plasma cannon. So I want to suggest some whole new weapons.
Now do note, these are ment to diverse normal combat and give players more choices and possibilities with these new weapons to create new tactics and add more variety to battles rather than getting the best and fastest powerful laser blaster in the game. The point is, not make the most ultimate gear be the goal of the player, but finding his own style and then challenging others and the NPC's with his own fighting style.Spread weapons/Shotguns/FlakBasically they fire at a slow rate of fire, but fire projectiles on a wide range. Either expanding into larger areas or immidiatly firing a screen of projectiles opposed to just one. The idea behind these weapons is to hit the enemy as close as possible to deal more damage. It can be effective against almost anything and requires skill to use in order to get close enough to deal massive damage. It would still remain effective on a medium range dealing some damage, but to get the best out of it, the player must shoot it as close as possible.
Sniper cannons/Long range lasersThese weapons are extremely powerful and the projectiles are extremely fast, but they have slow rate of fire and require precise aiming and patience from their user. There can be either gauss cannons or railguns that require ammo or high-power lasers.
MicromissilesBasically small missiles with homing capabilities that are fired rapidly at large quantities and require cheap ammo. The missiles do relatively much less damage than an ordinary missile, but they come at a faster rate of fire and are plentiful.
Its like a missile machinegun basicly.
Nuclear/Reaction missilesBasically a large expensive missile that has half the agility and speed of a normal missile, but a very large blast radius and deals high damage. The idea behind these is that they are risky to use.
The blast radius is a very large one and theres a good chance the user might get caught in the explosion himself. However this weapon is not necesarily one hit kill, but its main ability lies in the large blast radius that will ensure that atleast someone will get hurt nearby. Another special feature of the nuke is a lingering heat field that deals further damage for about 5-10 seconds in the area of detonation. Acting like a temporary area-denial weapon of sorts and/or further increasing its effectiveness against large/stationary objects like stations.
Example:
http://www.youtube.com/watch?v=iCrwmxQpDxASuper burst laser/Beam bladeThese are sort of close range "melee" weapons on fighters.
There can be various types of these weapons. For example, one type can fire an extremely powerful very short ranged laser beam or blast that will drain the weapon energy very fast down to zero. This weapon is considered like a beam sword/blade of sorts that drains all the energy of the player, but causes very high damage to objects at close range.
Grenade LaunchersThese weapons fire grenades that fly a certain distance and detonate, creating a large field. Now this field can be either a powerful explosion or a shield draining EMP field.
The idea is a weapon that creates a large radius blast at a fixed distance after firing it. Grenades use ammunition and there can be either a normal exploding type or an EMP field grenade launcher. For the EMP field, the effect stays for about 3-5 seconds after detonating.
High rate gattling lasersBasically like the normal energy weapons, but fire weak shots at a fast rate.
Cluster missilesThey act like normal missiles, but upon detonating, they send out a bunch of mines that will either stays as a minefield or home in on nearby enemies.
AutocannonsLike normal rapid fire energy weapons, but much more powerful and require ammunition to use and cause tiny explosions upon hitting the target.
Anti-Projectile Turret NEWThis one functions like a normal gun turret on the ship, however its purpose is different. This turret is designed to easily take out incoming missiles, mines and torpedoes fast and effectively.
It does virtually no damage to ship shields nor hull and thus it is strictly meant for defensive use. It is NOT automatic.
A good example how this would work: Imagine you have this turret mounted at the rear of the ship (an ideal place for it anyways) and you've got an enemy on your tail firing away multiple missiles or homing mines and you quickly press V to look behind and shoot down all his missiles with little effort.
You trade your extra firepower turret slot for a defencive purpose, making it all a very balanced deal.
The turret itself is a very fast firing one (16.66 or at least 8.33)
and instead of 1 shot, it fires 3 with a slight spread to achieve a wider angle of protection per shot.