Ratakari wrote:
I like EMP weapons, I am already preparing for emergency missions with "magnetic storms", the effect could be quite similar.
Chemical weapons are mentioned in another post too.
At the moment I just have 3 types of engines categorized:
- solar (short)
- interstellar (medium)
. crossgalactic (long distance)
different fuelneed, huge price difference
How they actually work, we can geek out together
I prefer the idea of making travel between stars realllly timeconsuming (like in the Alien Universe or the age of sail), and I don´t like jumpgates (although I know they can be a game design necessity)
Also, I would like the travelling process to be very "difficult". The autopilot slows down the ship and wakes the crew, whenever anything unexpected comes too close to the ships path. A safety precaution, that can be exploited by pirates by tugging shipwrecks into the Interplanetary Recommended Transit Corridor.
I do know that a good Solar Range Drive would be a Fusion Torch, good for making a slow trip and giving even short range ships that chance of bad stuff happening....before getting into mid range and long range, would you be open to Warp and/or Slip Space? you can have them drop out when an error occures or they are attacked... I would even make Slipspace like the UNSC Slipspace, where you don't know where you'll be exactly when you come out...leading to more player possibilities...and the jumps will still be long and arduas when you want to insert problems.
Now, about weapons tech...
How about a Radiation Beam Weapon?
or Pulse Cannons/Spinal Pulse Weapons for high end spectrum, you can just say that they're energy weapons, or you can use something Harder Sciency...
I would also have anouther kind of warhead for Missiles, Nano Warheads, basicly Grey Goo weapons, that can disolve the ship...obviosly a last resort weapon.
Also, a low tech solution could be Nuclear weapons.