Trying to make a long range weapon that blankets an area with explosions, this area should be roughly centered on a target, as opposed to a fixed range.
Right now, I've come up with the following staged weapon:
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Unguided turret, with blind areas to the sides and back. Invisible shot. Very short count.
This makes the ship face in the right general direction, while allowing the shot to be aimed properly. Error is introduced in steps 3-4. -
Very fast, invisible, 0 turn homing weapon that subs upon prox radius trigger (or end of count). Initial prox safety makes sure targets too close wont trigger the prox.
This does two things. The homing aspect makes the targets turn hostile, and makes sure it will only sub when it reaches the designated target. -
Subs into 2 shots with 179 theta for 1 frame at 7500 speed (75 pixels distance in random direction) Still invisible.
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Subs again at 179 theta, 1 frame 7500 speed. The result is that the shots will end up in a random location within 300 pixels of the sub triggered by the target.
Still invisible, but explodes with a blast radius of 20. Large damage. -
(Optional) Final sub with 1 frame, 0 speed. Blast radius of 75. Minor damage.
Steps 4-5 could be averaged. Say medium damage at 50 blast radius. The way it is now makes it so most things in the general area will take some damage, while anything that hits close will inflict greater damage.
The main problem is the number of stages. And that the AI will attempt shots on targets too close.
I tried combining stages 1 and 2 into simply homing, hoping that a low turn radius will get the shot to get close to the target, but it leads to some strange results.
Your necessary firing angle is very narrow relatively close, and very very wide at max range.
Combining stage 1 and 2 as the turret makes the enemies not know they are being shot at, and other targets in the line of fire can trigger the prox.
Anyone got any other ways to pull this off?