Modules
In this section, I'll give some more basic information about different modules, including weapons, armor, and other, I have thought the game would have. I'll start
with weapons, then armor and finally all the rest.
Weapons
It would be great if I was some sort of weapon expert, this would be so much easier to make. Got a new idea considering the targetting computers in weapon mounts, higher tech targeting computers have
ability to lock on certain part of the enemy car (engine area, cargo space, windows, tyres, etc.), read the notes on MGs and cannons for more info. Also got
the idea, that bumpiness of the terrain you're driving on also affect the accuracy of your guns.
Machine Guns
Different calibers available. Single, dual or quad barrel versions.
Pros: Fast rate of fire, Fast projectile, Lightweight (also means faster tracking speed), Small ammunition (ammo takes less space inside the mount)
Cons: Low damage
Ammo types: Standard and armor piercing
Notes: While MGs have fast tracking speed, they mostly just spray bullets to the general direction of the enemy, so they don't gain much from targetting specific
car parts.
Cannons
Different sizes available, either single or dual barreled (altough there has been rumors about quad-cannons)
Pros: High damage, good accuracy
Cons: Slow rate of fire, Slow projectile, Heavy, Large ammunition
Ammo types: HE, AT, HEAT
Notes: Since cannons have good accuracy, they are very effective when used with targeting computer that allows them to target specific parts of the enemy.
Flame throwers
Different versions, napalm, flame, maybe others (still thinking)
Pros: Heavy damage to the driver, car components and cargo, without having to destroy armor first.
Cons: Short range, Large ammunition (mount can fit only 1 or 2 canisters which don't last long).
Ammo types: still thinking
Mortars
Ballistic weapons that do extreme damage, including area damage.
Pros: Extreme damage, Area damage, extreme range (usually longer than you radar range, possible target linking?)
Cons: Large ammunition, very slow projectile, very heavy, only ballistic fire, area damage has no IFF
Ammo types: Small, medium and large maybe???
Notes: The quality of your targeting computer affect mortar accuracy very much. When using target linking, in addition to the quality of the target pointing player's
targeting computer, also the quality of the target linking modules and the distance between linked cars affects accuracy.
Rockets
Dumbfire rockets that pack some real punch.
Pros: High damage
Cons: No guidance system, heavy, short range
Ammo types: no idea yet, maybe different damage types or amounts, with high damage rockets having shorter flight time.
Missiles
Auto guiding missiles
Pros: Automatic target system.
Cons: Lower damage than rockets, need time to lock-on, can be repelled with counter-measures
Ammo types: Maybe different guidance systems that need different counter-measures
Notes: Altough missiles are give basic Flight time statistic, that amount varies greatly. Just like in real-life, missiles consume more fuel when they have to correct
their heading mid-flight.
EMP cannons
Shoots an EMP blast that does damage to the target cars electronic system. Good hit may even blow up electronics (targeting systems, radar, etc.) or shut down the
engine (note, petrol engine only, diesel engine doesn't need electricity to run).
Pros: Can stop target very quickly by destroying its electronics. area damage
Cons: Not every hit does anything, Very large ammunition, area damage has no IFF, Heavy, bad accuracy
Ammo types: Maybe different damage amounts or area damage sizes.
That's all I can think about weapon modules this far. As you see, it's very basic stuff, things you see in every shooter. I like the thought of keeping the weapons
realistic (with the except of EMP cannon).
Armor
I don't have much to say about different armor modules yet, I know kevlar is commonly used, but maybe I need to add some sci-fi metals here to make the armor
selection more varied. If anyone has any idea of these, let me know.
In addition to different metals, there should be different armor plating for each part of the car, so you got: Kevlar front armor, rear armor, side armor, side
window armor (with different sized viewports), rear window armor and windshield armor (that sound funny). Maybe the window armor could be combined to the normal
armors to keep things simpler. In addition to these, you would need armor plates, which are just square pieces of armor, to make field repairs to the car. Of
course there would be no way you could do this to your own car, but with right modules you could repair other peoples cars (would be a real carebear playing,
running around fixing other peoples cars, for a fee, of ccourse). If your repair your car at a repair shop, they would supply the armor plates and charge you
for them, so you wouldn't always need to have extra plates in your trunk.
Other Modules
Here I will list all other modules I have thought of with small explanations of what they do.
Target tracking module
After you have chosen target from your contact list, this module will lock on to it and tell your weapons where to point. By using multiple modules, it is possible
to track several targets at once.
Counter-measures
This module has shoots of counter-measures to distract incoming missiles. Has several different ammo to be used against different missiles.
Threat warning system
This module will inform you when enemy has targeted you. More advanced version will alert you when enemy has fired missile towards you. There are rumors about
people connecting missile warning to their counter-measures unit to create automatic-counter-measures, such rumors have had no confirmation, but several stories
of cars throwing counter-measures almost immediately after missile launch have been heard.
Under Construcion