jayman38
Precentor-Primus, pro-tempore
I appreciate your art. However, delaying the damage done is more than just a purely visual change. If we did damage to ships as a whole, it would be fine, but we are talking about a voxel ship, where the voxel that is hit can change from frame to frame. This can make the critical difference between destroying the critical system you aimed for at the beginning of your shot, or accidentally hitting some shield blocks or armor or some other less-critical system instead, as ships move and maneuver around each other. On one hand, you can have less fun by not hitting your shot. On the other hand, it could be more fun by requiring more skill to line up the shot with the delay. It will be harder to hit targets-of-opportunity with a delay.I think people are overthinking/misunderstanding this suggestion a bit. This is purely a visual change, if star made was meant to be hyper realistic (i.e. Elite: Dangerous). Well, there would be some considerable differences from what we have now. But it's not. The beams should still be aim-able during firing just as they are now, and they should still retain all other proprieties that they have now. The only difference is that they take a quarter second for the front end of the beam to hit the enemy ship when the user hold down the button, and a quarter second for the back end of the beam to hit the ship when the user lets go. If people are worried about gameplay problems, we can balance this by subtracting 0.5 seconds from reload time.
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Also, because our ships are moving in battle, how would that change the beam? Would we have a "dancing" beam that simply follows the aim of the firing ship as it draws out, until it hits something? A dancing beam would look weird unless it is pure hitscan like we have now. The original visual reference, Star Trek Nemesis, resolved this issue, by making multiple/extended phaser shots into "long-tail cannon" shots.