Autocannon parts idea
I will mark some items of list below with asterisk '*'. Ideas marked with asterisk mean, that they possibly should be modified by developers.
- Why implement this idea? The most often performed operation in the game - mining. All the players fly to the mines, use their drones to destroy guardians and to get crystals and gems. This process is probably the main part of the gameplay.
Autocannon is new type of parts, which allows players to destroy guardians a different way, and make the gameplay overall more interesting and beautiful.
So the answer to the question 'Why implement this idea?' is 'To enrich the game with more various details, to make it more interesting and attractive for players'.
I shouldn't explain that making the game more attractive and interesting is important for both developers/owners and players.
- The overall picture of idea: Autocannon parts
2.1. The main concept
As it was said above: autocannon is new type of parts, which allow to destroy guardians a different way.
When players' exocraft comes enough close so autocannons can reach the guardians, autocannons begin to automatically shoot projectiles at guardians.
The autocannon parts have such properties:
- size (let's assume we're speaking about 'Height X Width' size; the size can be as usual 1x1, 2x1, 1x2, 2x2 and 3x3), hit points, lifetime, level, price - default properties of ship parts.
- Type of projectiles (shells, lasers, missiles or whatever)
- Damage - damage dealt by single projectile, when it hits drone.
- Magazine/ammo - amount of shots, which autocannon can make during ship's flight
- Reload cost - how much does it cost to refill autocannon's magazine
- AOE (area of effect) - size of area, in which all guardians recieve same or different damage, when the projectile hits one of guardians
- Range - how far does the autocannon can shoot to reach guardian.
- Recharge rate - a time which passes between two shots made by the autocannon
The magazine property is added for balance - unlike as it is with drones, you need to return to the base in order to refill autocannons' magazines. It makes autocannons and drones balanced, because they destroy guardians quicker than drones, but at the same time you need to return to tha hangar more often with them.
2.2.* How does player control autocannon
We're speaking about adding one more button into UI.
The button is named 'Autocannon Mode', it can be added below on the screen to the right of the four drone control buttons. The 'Autocannon Mode' button has two states:
- OFF - autocannon parts are passive, they do not shoot at guardians
- AUTO - autocannons shoot at the closest of guardians, destroying them one-by-one
- MANUAL - ship stops flying, instead all autocannons shoot at the point, clicked by the mouse
2.3.* Types of autocannon parts:
2.3.1. Machinegun turret part:
A small shell-shooting turret 1x1 (also double 2x1) part with high recharge rate, big magazine, low damage and and short range. A ship must be pretty close to guardians to use that part, so it's quite risky, but several machinegun turrets destroy guardians pretty quickly
2.3.2. Laser cannon part
Laser cannon is powerful 2x1 autocannon part. All of it's properties are medium - medium damage, medium range, medium magazine, medium recharge rate. Good for medium-sized clusters of guardians. Lasers do not end up by hitting a guardian - a projectile pierces through them, damaging every guardian it touches.
2.3.3. Artillery missile part
This is 3x1 part shoots long-range missiles with decent damage, and big area of effect, but slow recharge. Perfect weapon to destroy medium-size mines from the safe distance.
2.3.4. Nuclear missile part.
Monstrous 3x2 part which can destroy all the mine's guard in one (or two?) shot(s). It packs only one (or two?) missile(s) which is(are) not cheap to recharge though.
There can be also autocannon parts be made.
2.4.* Autocannon nature
We can also speak about applying elemental cores for upgrading autocannons. Applying elemental core causes cannon change it's nature - autocannon can be aqua, lava, spark, or neutral. Neutral (default) autocannon deals same damage for all the guardians. Upgrading it with elemental core causes it to change its nature to aqua/lava/spark, and it achieves bonuses/minuses for damaging this or that guardian.
2.5. Conclusion
Some of ideas can (and maybe even should) be modified, but the general concept of autocannon part idea is clear.
Thanks for reading this idea!

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Stone Wilson commented
great idea!
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Kuroishi commented
I fully support this idea. In my opinion having multiple ways of collecting Crystals is a good addition to the game, since currently the game is quite repetitive on it's own. I like your ideas of MGs, Lasers, as well as different types of missiles. But I would like to suggest something like Artillery Cannons. High Damage, Long Ranged, and Slow Reload. With this I also would like to suggest making the Artillery missiles have a larger damage than Artillery Cannons, but slow velocity (Missile Travel Speed). And perhaps Swarm missiles too? Low Damage, Long Ranged, Medium Reload, but can target multiple enemies. I honestly really like this idea! I hope one day this will be a reality! Since I like it, is there anyway I could help?
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Joseph Nadler commented
This is an amazing idea!
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Anonymous commented
I am fully behind this idea, let's push it to the mods!