So, (most) ship encounters happen at long range.
Why is that?
-Sector size
-You can see them far away on nav
-There is no/any benefit to getting close other than to be able to manually fire the ships weapons, however by the time you get close the turrets would've decided the battle anyway.
SO,what I suggest is that damage drop off is implemented to (all, or most) weapon systems.
This makes sense since most weapon systems are energy based and thus the charge could dissipate over distance.
Why damage fall off???
It means at long range your weapons/turrets will still fire and do damage, however as they approach their max range there damage will decrease by x% based on x% distance between the ships (Like 5-10% damage at max range:?)
Damage could even escalate when the weapons target is within 10% of the weapons max range e.g a cannon with a base damage of 100 does 10 damage at 10k range and 120 damage at 1k range?
This would be to encourage ships to get into close quarters but still allow to spar long range (But need to get in close to nuke each other).
I feel this would greatly enhance ship combat, make close-quarter brawlers worthwhile and make battles more strategic.
Of course the exact numbers could be changed, these are just placeholders.
What do you guys think? Would this enhance and improve combat?
This would also increase the use of large-on ship weapon systems rather than just using lots of turrets (not as fun).
Also, some other quick suggestions:
Charging your jumpdrive during battle to jump out and escape should come with a penalty (currently its really easy to escape most encounters)
Possible solutions:
-Some way for players to temporarily jam/block jumps?
-Make the ship take increased damage during charging? (2x, 4x, 6x damage?)
Cheers and fly safe, Dire_Venom
Why is that?
-Sector size
-You can see them far away on nav
-There is no/any benefit to getting close other than to be able to manually fire the ships weapons, however by the time you get close the turrets would've decided the battle anyway.
SO,what I suggest is that damage drop off is implemented to (all, or most) weapon systems.
This makes sense since most weapon systems are energy based and thus the charge could dissipate over distance.
Why damage fall off???
It means at long range your weapons/turrets will still fire and do damage, however as they approach their max range there damage will decrease by x% based on x% distance between the ships (Like 5-10% damage at max range:?)
Damage could even escalate when the weapons target is within 10% of the weapons max range e.g a cannon with a base damage of 100 does 10 damage at 10k range and 120 damage at 1k range?
This would be to encourage ships to get into close quarters but still allow to spar long range (But need to get in close to nuke each other).
I feel this would greatly enhance ship combat, make close-quarter brawlers worthwhile and make battles more strategic.
Of course the exact numbers could be changed, these are just placeholders.
What do you guys think? Would this enhance and improve combat?
This would also increase the use of large-on ship weapon systems rather than just using lots of turrets (not as fun).
Also, some other quick suggestions:
Charging your jumpdrive during battle to jump out and escape should come with a penalty (currently its really easy to escape most encounters)
Possible solutions:
-Some way for players to temporarily jam/block jumps?
-Make the ship take increased damage during charging? (2x, 4x, 6x damage?)
Cheers and fly safe, Dire_Venom