More Flexible Weapon Behavior

Discussion in 'Suggestions' started by Lt.Fenix, Jan 3, 2026 at 4:43 AM.

  1. Lt.Fenix

    Lt.Fenix Lieutenant

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    I recently had a short exchange (https://steamcommunity.com/workshop/filedetails/discussion/3143225812/691996723218934673/) with ravien and Vermillion (who I'm sure basically everyone here knows), where they talked about limitations of the base game with regards to CV weapon behavior.

    Here are a couple of quotes from them:
    I understand that optimization was/is likely a very important aspect while developing this game, but the limitations seem quite severe to the point of preventing the game from being far more interesting than it could be.

    It seems that the near-unanimous consensus is that Reforged Eden 2 is probably one of the main things keeping Empyrion alive at this point. However, the limitations of the base game seem to keep modders from implementing really interesting gameplay, so I think the devs should consider the following suggestions regarding weapons in order to open up more possibilities:

    - Allow adding a "charge-up" delay for firing certain weapons: this would be a good way to add a downside to a really powerful weapon by creating a delay between clicking and actual firing.

    - Allow ways to make weapons fire in sequence: having multiple of the same weapon only fire together seems like an odd limitation; allowing weapons to fire one after another as an option would make things more interesting.

    - Allow weapons to affect the ship/base in other ways: for example, when a particular weapon is charging, firing, or reloading, make it possible for it to consume huge amounts of energy and/or disable things like shields and/or teleporters.

    - Have true homing capability for missiles/torpedoes: as far as I can tell there doesn't seem to be a true homing feature for missiles in the game. Seems like such a basic feature for a sci-fi game to not have, considering contemporary missiles have already been able to do this for decades.

    - Remove the technical limitations on weapon damage per shot and radius of AOE: this would allow for high damage weapons such as torpedoes or maybe even nukes to be implemented in the game. In a world with teleportation, shields, laser weapons, and warp travel, the fact that there are never massive explosions is almost comically weird. The game has voxel alteration and destructible structures and vessels; it's the perfect type of game to implement large explosions. If such a thing would cause reductions in server performance, then perhaps it could simply be an option that comes with an appropriate warning regarding performance. Some of us would be willing to pay that price to have a much more interesting game.

    - Remove the technical limitations on block size: in a world where reasonably large ships can be constructed (~500 meters size), the fact that only tiny weapons can be mounted is another oddity that I think should be remedied. It should be possible to have weapons that are large enough (5x5x30 block size for example) to go with those large vessels; the lack of such a thing just seems out of place in a sci-fi world.

    - Allow block dependencies for certain weapons: it would be interesting to have some weapons require certain other blocks in order to function, to have as a balancing downside and/or to make disabling of such weapons easier. For example each laser weapon might be required to have a certain block called "capacitor" in order to function, and if this block gets damaged, then the laser weapon (or all such weapons on the structure) would be disabled. This would open up interesting possibilities. This could even apply to non-weapon blocks; maybe the shield generator actually requires another block that must be placed exterior to a structure, making it easier to disable. Or maybe all the turrets require a controlling computer for automatic targeting and if the computer is destroyed the turrets lose the ability to auto-target.

    In the end, I'm not even asking the devs to implement these features into the base game; just allow the possibility of implementation for modders. I think it would certainly allow the modders far more freedom and make the game far more interesting to play for all of us.
     
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