Difference between revisions of "Armoury OXP"

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==Download==
 
==Download==
[http://www.boxcn.net/shared/eo27ygzg5n '''Armoury v1.09'''] can be downloaded from Box.Net by clicking on the link.
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[http://www.box.com/shared/eo27ygzg5n '''Armoury v1.09'''] can be downloaded from Box.Net by clicking on the link.
   
 
==Links==
 
==Links==

Revision as of 10:06, 20 November 2011

Overview

This is a new meta-OXP containing the following of my older OXPs:


It supercedes and updates those OXPs. If you have any of them installed, please remove them and install Armoury instead.


In addition the following new items are included in the Armoury OXP:


  • Missiles


  • Displacer Missile

A new experimental piece of equipment which uses synchronised quirium resonance to induce a short-range witchspace jump in the target vessel, moving it a random distance away from its current location (but leaving it otherwise undamaged unless it hits something on arrival). Is only effective against ships which are powered and have witchspace fuel.

Available from tech level 4 at a cost of 400cr each.


  • Kicker Missile

A non-lethal missile which is designed to give a high-velocity kick to any ship which it detonates against. Depending on the mass and thrust of the target, this can be enough to send it out of scanner range.

Available from tech level 8 at a cost of 800cr each.


  • Cutpurse Missile

An illegal hack based on a standard missile which carries no explosive warhead. Instead it has a small limpet mine transmitter, which attaches onto the target ship and attempts to interface with the ships system (which can take a few seconds). If successful it triggers the ships emergency cargo dumping routine.

This missile is illegal to sell or purchase in any Galcop station and its use is seen as an act of piracy by police vessels.

Available from tech level 8 at a cost of 800cr each.


  • Missile Machine

A special system mounted in the ships cargo hold, with an auto-mount feed system to one of the ships weapon pylons. When fed 1 ton of radioactives and 1 ton of alloys from your cargo hold plus a little ships fuel, in a short time the machine can produce up to three standard-grade missiles. The optional addition of 1 ton of computers (if they are available the machine will use them) allows better and more complex control circuitry making the missiles hardened against ECM.

Production can go on as long as there is suitable cargo in the ships hold and pylons available to accept the missiles (if there are less than three available less missiles will be produced). The only time production is not possible is when docked for maintenance crew safety.


  • Interdictor Mine

<Classified>


  • Screamer Mine

An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion.

Available from tech level 9 at a cost of 1000cr each.


  • Bombs and Mines

After the discussions concerning the trunk energy bomb (and it's impending removal), I thought it may be worth playing around with a few new bombs which could be used as replacements. All are pylon mounted due to the current limitations on keyboard triggering of OXP equipment, and all can also be carried by NPCs (currently with low probability and Uni bomb set not to be an instant-killer for the player ship).

  • Buzz bomb - the base version of the weaponry. Consists of a special energy emitter mounted on the pylon and linked to the ships energy banks. On triggering it sets off an EMP (electromagnetic pulse) through the ships shield emitters. The energy drained from the ships energy banks is amplified and transmitted, causing damage to any powered ship in scanner range (cargo pods and asteroids are unaffected). Damage inflicted depends on proximity to the bomb and the energy supplied to the emitter (which is destroyed in the process of firing). Failsafes are included to prevent the bomb causing damage to the carrier ship itself, and also to ensure that at least one full energy bank is left after detonation (the bomb has a small built-in energy reserve of its own which is added to the energy drawn from the ship if available). Due to technological differences these bombs have been reported to be less effective against alien technology.
  • Bug bomb - a variant on the buzz bomb, tuned especially to be damaging to alien technology, at the expense of some potency against normal targets.
  • Stun bomb - another variant, tuned to affect ships systems, especially flight control and pilot interfacing. In practice tends to leave the target ship helplessly spinning in space for a short period of time. When used against a player craft it causes the ship to tumble into a new random orientation.
  • Uni bomb - the final variant, tuned to resonance with the active Quirium in the targets engines and energy systems. In practice this tends to overload them and cause catastrophic and explosive failure. To prevent a negative impact to the gaming experience, when used against the player this bomb just causes severe energy loss.
  • Interdictor Mine - classified Galcop munition for pirate and large-scale fleet passivation. It is an offense for non-Galcop ships to utilise such weaponry.
  • Screamer Mine - special anti-Thargoid weapon which induces disorientation and nausia in them at a range of up to 25km. This infuriates and distracts them so much that they usually target the mine, useful in drawing alien fire and causing a diversion.
  • Void Bomb - a small singuarity kept in statis until the bomb detonates, at which point it is released and grows in size. This is a high-density entity which attracts all things within scanner range, and damages them on contact. It lasts for a short period of time until it has consumed all local matter, at which point it collapses.
  • Decoy Mine - a modified cargo pod containing several warship-class Thargoid fake mylar balloons produced by Ganelon Inc. These expand on launch and simulate alien vessels, causing a distraction and allowing the launcher to slip away or press the attack.


Requirements

This OXP requires Oolite v1.74. The Anti-Missile System requires the Missile Analyser OXP.


Download

Armoury v1.09 can be downloaded from Box.Net by clicking on the link.

Links