Tuesday, June 25, 2013

Underwater Ballistics


Ive been reading up on underwater ballistics, since I am leaning towards making Cetaceans a violent game after all. A really exciting subject, best summarized in this Wired article:





I never knew underwater ballistics were this developed or even this viable. I get a lot of ideas how to apply this real-life science to my game:

Stiletto-type Rounds:

Could be the corresponding machine gun, medium firing rate, medium accuracy, medium range. All round-weapon. Weapon similar to vickers machine gun?
Gyrojet :
Fast and long range cluster of self-propelled projectiles, poor accuracy, long range. Imagine the rocket swarms from the Mech Warrior games. Square weapon with a lot of vents, like the original gyrojet guns. Rename to Hydrojet because water themed and cooler?


Speargun:
The "sniper rifle". Long range, high accuracy, low firing rate. Not entirely corresponding to reality, but somehow what you associate to a speargun.


Cavitating rounds:
The "gauss gun" or cannon. Heavy hitter with long reload time and a spectacular trail.



UWJet weapon:
The "laser". Continuous bright stream of heated particles, leaving a fizzing trail of bubbles behind. Cannon could be a nozzle-like contraption with lot of cables and heated parts.


I imagine these to be the "primary" weapons, the cannons, while torpedoes and the like would be "secondary" weapons, in short supply.





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