The biggest problem with weapons is that eventually they are practically a one-shot kill, which can then be fired multiple times. And yes, I am talking about nukes that can be fired a lot of times without the ship actually running out of power.
May I present my solution: damage based ammunition. And before you say that this is bad, please take a moment to read the full suggestion. I'm sure you'll then find that it isn't that bad.
The main idea is that weapons will be able to do a certain amount of damage before they can be recharged. This value would be 1 million damage at best. It be increased by having more modules, which will raise to the eventual hard cap, or more computers, which will have their own hard cap. The initial damage would be half the value of the hard cap.
Now the details (dps is damage per second):
All values will be server configurable.
I think this will greatly decrease the amount of tactical nukes that are used in combat, and overall add more depth and fun to the game.
Please let me know what you think of this and if this would work.
All numbers are just examples.
May I present my solution: damage based ammunition. And before you say that this is bad, please take a moment to read the full suggestion. I'm sure you'll then find that it isn't that bad.
The main idea is that weapons will be able to do a certain amount of damage before they can be recharged. This value would be 1 million damage at best. It be increased by having more modules, which will raise to the eventual hard cap, or more computers, which will have their own hard cap. The initial damage would be half the value of the hard cap.
Now the details (dps is damage per second):
- If all weapons of one type on a ship don't do more than 400 dps total, no charge will be taken.
- More dps means more damage capacity, until it reaches the 2000 dps. From there on the capacity no longer gets increased (so weapons that do 2000 and above dps have a cap of 1 million damage). The increase will be on a decreasing curve.
- Weapon capacity/charge can be recharged with weapon recharger. That recharger would then only be able to be placed on stations, and the station has to be from your faction/faction allies or neutral to be able to use it.
- Removing a computer would make all weapons of that type not being able to fire for 10 minutes, unless a recharger is used on the ship. The weapon shutdown won't happen when the computer is destroyed by an enemy faction (this is optional, because if your computer is lost you're pretty much doomed anyway, especially on small ships. It also might be hard to code, and it is needed to prevent cheating, so if it can't be added ships will just not be able to fire the weapon type of the computer that was lost).
- If the ship is under a certain mass the weapons won't lock. This mass would be low and would be about the same mass of a reasonable fighter (about 50 mass).
- When removing a computer in the upcoming ship yards, the weapon lock will be ignored.
- Charge can also be regained by going into a ship yard.
- If a weapon does more damage than the hard cap, it can still fire, but only once. If a weapon does less damage than the hard cap, and then doesn't have enough charge left, it can't fire.
- Small ships won't suffer.
- No cheating.
- Charge is easy to get for all ships, as owners of big ships have enough resources to have a station and small ships can fire a lot of times before they lose their weapons charge.
- Less nukes and high damage weapons during fights.
- If weapons shut down when destroyed, it would make fights a bit more interesting.
- If weapons don't shut down when destroyed by an enemy faction it would make for fair fights when only a few parts of the ship are lost.
- Stations get another use.
- With the new FTL addition stations will be easy to reach.
- You'll be doomed if you lose charge in enemy territory.
All values will be server configurable.
I think this will greatly decrease the amount of tactical nukes that are used in combat, and overall add more depth and fun to the game.
Please let me know what you think of this and if this would work.
All numbers are just examples.
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