If an array has diminishing returns, you just build another array.
If a ship has diminishing returns, you just build another ship and spam them - or build more turrets and create LAG.
=> Diminishing returns are NOT working!
Thus why don't we try the opposite? We buff big arrays (weapons, shields)!
Q: Yes, but will they not become even more OP?
If a ship has diminishing returns, you just build another ship and spam them - or build more turrets and create LAG.
=> Diminishing returns are NOT working!
Thus why don't we try the opposite? We buff big arrays (weapons, shields)!
Q: Yes, but will they not become even more OP?
We give these big guns an area of effect - - - - don't confuse it with volume of effect like missiles have!
Q: How would this actually help?equal to their minimum possible border-length with that many blocks
independent of the actual shape.
Area = array.mass ^ (2/3)
The damage over that area remains the same.
Ships can now receive a maximum damage of their minimum possible border-lengthindependent of the actual shape.
Area = array.mass ^ (2/3)
The damage over that area remains the same.
because some part of the area above would miss them
also dependent on mass, not shape.
Max damage per hit = damage from own mass in weapon blocks.
Now imagine a line between
Missiles?also dependent on mass, not shape.
Max damage per hit = damage from own mass in weapon blocks.
Now imagine a line between
hit-point - - - ship centre
hit-point - - - impact angle
This line also reduces the maximum damage the ship can take from a single weapon.hit-point - - - impact angle
They will be bigger and easier to shot down with flak.
Hit-scan weapons?
Could have more of a cone of fire rather than a constant rectangle hit box.
Twice the size at 1/3 range?
Pulse?Twice the size at 1/3 range?
You need to cover more hull space around your ship.
2x distance = 1/4 damage!
Thrusters?2x distance = 1/4 damage!
A heavier ship needs A LOT more to turn equally fast. No chance to compensate for that else you got no speed..
A little bit more efficiency cannot hurt that much.
Shields (EDIT after first post):A little bit more efficiency cannot hurt that much.
Yes, they will be better (weapons too), but you either:
A: do less damage against smaller entities than they would against bigger.
(both together means less interaction in fleet battles until there is nothing else left)
B: Small guns have more focused damage (see divert shield suggestions).
You can't focus your big guns at small ships - They will always partially miss.
But peoples which build large ships for combat DO like these big guns.
But peoples which build large ships for combat DO like these big guns.
Big guns which now deal way less damage to smaller entities.
Big ships which have to be prepared to resist the increased DPS of destroyers (single big gun ships)
Because you have to scale your weapons dependent on target size, you will have less big ones.Big ships which have to be prepared to resist the increased DPS of destroyers (single big gun ships)
Meaning you are likely missing the sweet spot of this scale.
While shields remain optimal for that scale.
This provides a chance for counter-build (=feels more natural) to some popular ship (= giving scouts value).While shields remain optimal for that scale.
Perfect scale of weapons (smaller = more accurate, bigger = more efficient)
or ship size (smaller = more evasive, bigger = more efficient shields).
or ship size (smaller = more evasive, bigger = more efficient shields).
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