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- Dec 13, 2014
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I've been drafting and thinking about this post for a while and I am going to try to make this as clear as possible without throwing too much controversy into it.
The premise of the statement that I intend to make is thus :
"There are situational and qualitative considerations which prohibit comparing and balancing weapons based on any one factor, especially flat damage dealt."
Because of that, the current system which is tuned based on every weapon type exclusive of secondary considerations giving the same qualitative factors is guaranteed to be out of balance.
I posit that the following statements are true :
a) A weapon which fires and does not require locking on or even facing the target, and delivers significantly difficult to avoid payload whose typical hit ratio is 100%, is qualitatively advantageous in many ways not limited to the fact that it won't ever miss, is useful against any opponent and can be fired while showing any surface to the enemy, in the case that one surface has damage. Furthermore since the damage is delivered in many smaller sections, there is less 'overkill' or damage lost to waste on blocks that are destroyed - in effect giving it a built in punch through.
b) A weapon which must be aimed at the enemy, and has a slow travel time which renders it both highly vulnerable to point defense and cannot be used against moving targets is one of narrow situational usefulness.
In my above examples, "A" is a swarm missle, and "B" is a dumbfire rocket. Both do the same damage per second but the functional return per block investment makes B worth a minor fraction in terms of the real world effectiveness of 'A'.
The summary of my argument is this :
The reason why the perception is that "swarm missiles" are the only way to go, is that there is no quantitative counterbalance to their qualitative advantages. It's not just a perception, it's a practical reality.
That said my suggestion is thus :
Sit down and realstically evaluate :
the practical DPS of a given weapon system in various circumstances.
the situational usefulness of the same weapon
the actual cumulative effect in damage of the weapon (tertiary factors)
is the weapon self guided?
is the weapon lock-on guided?
does it move fast?
does it require leading the target, or keeping a weapon on the target?
Take the above factors for every weapon combination, and sum them up and then alter the base line damages on a scale that takes the quantitative advantages (and disadvantages) into play.
To this effect my suggestions would be :
Halve the damage per block of any weapon which has a guidance system.
Fast missiles should be short range, slower ones long range. You have X fuel to burn, however you do that.
Give a damage boost to weapons which have to lead a target
Give a damage boost to short range, and inaccuracy / imprecision
Rework the dumbfire rocket to be a 'torpedo' Slow, unguided, twice the damage per block ( but hard to get to the target)
With dumbfire rockets set up as torpedos, smaller ships could use them against larger ships as 'bombers'
The premise of the statement that I intend to make is thus :
"There are situational and qualitative considerations which prohibit comparing and balancing weapons based on any one factor, especially flat damage dealt."
Because of that, the current system which is tuned based on every weapon type exclusive of secondary considerations giving the same qualitative factors is guaranteed to be out of balance.
I posit that the following statements are true :
a) A weapon which fires and does not require locking on or even facing the target, and delivers significantly difficult to avoid payload whose typical hit ratio is 100%, is qualitatively advantageous in many ways not limited to the fact that it won't ever miss, is useful against any opponent and can be fired while showing any surface to the enemy, in the case that one surface has damage. Furthermore since the damage is delivered in many smaller sections, there is less 'overkill' or damage lost to waste on blocks that are destroyed - in effect giving it a built in punch through.
b) A weapon which must be aimed at the enemy, and has a slow travel time which renders it both highly vulnerable to point defense and cannot be used against moving targets is one of narrow situational usefulness.
In my above examples, "A" is a swarm missle, and "B" is a dumbfire rocket. Both do the same damage per second but the functional return per block investment makes B worth a minor fraction in terms of the real world effectiveness of 'A'.
The summary of my argument is this :
The reason why the perception is that "swarm missiles" are the only way to go, is that there is no quantitative counterbalance to their qualitative advantages. It's not just a perception, it's a practical reality.
That said my suggestion is thus :
Sit down and realstically evaluate :
the practical DPS of a given weapon system in various circumstances.
the situational usefulness of the same weapon
the actual cumulative effect in damage of the weapon (tertiary factors)
is the weapon self guided?
is the weapon lock-on guided?
does it move fast?
does it require leading the target, or keeping a weapon on the target?
Take the above factors for every weapon combination, and sum them up and then alter the base line damages on a scale that takes the quantitative advantages (and disadvantages) into play.
To this effect my suggestions would be :
Halve the damage per block of any weapon which has a guidance system.
Fast missiles should be short range, slower ones long range. You have X fuel to burn, however you do that.
Give a damage boost to weapons which have to lead a target
Give a damage boost to short range, and inaccuracy / imprecision
Rework the dumbfire rocket to be a 'torpedo' Slow, unguided, twice the damage per block ( but hard to get to the target)
With dumbfire rockets set up as torpedos, smaller ships could use them against larger ships as 'bombers'
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