Scale Weapon Cooldown by group size

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    This system would kill off slow vulnerable drones with big guns, which I believe is a benefit
    It would't be a benefit, because drones should be able to be configured to be as useful as possible. A group of 5 drones with the firepower of 10 would make easier targets, but also have a better success rate of destroying their opponent first because of their increased damage.

    It's all about tactics mate, restricting options that aren't broken means taking away tactical strategies of attack/defense and overall making a more unbalanced game.

    and I'll reiterate as well, seeing as turrets are better with stronger guns, they will also be nerfed, which is a bit unfair to ships that rely on turrets to take out more mobile threats.
     

    CyberTao

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    I think your strategy is really neat, but the system I've proposed would not buff your battleship.... I don't know why you think it would
    You are correct, it would not buff my ship. However it would debuff all other ships of it's size. My primary weapons are divided among many docked modules, there is no way your formula could take those into account since they are on a separate entity. The result is my ship having a higher DPS than other ships of it's size that do not use this system, because the cooldown penalty would not apply correctly.

    It's indirectly buffing me by nerfing everything else. Not quite the same in design, but in result it is.
     
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    It's all about tactics mate, restricting options that aren't broken means taking away tactical strategies of attack/defense and overall making a more unbalanced game.

    and I'll reiterate as well, seeing as turrets are better with stronger guns, they will also be nerfed, which is a bit unfair to ships that rely on turrets to take out more mobile threats.
    The core of my argument is that the current system is broken, because the only combat viable ships are essentially giant guns with thrusters and shields. an unbroken system would yield a variety of combat-viable designs, which we don't currently see.

    Mega-turrets would be nerfed, but they would be nerfed the same as all weapon systems, wo it would not have a preferential effect

    You are correct, it would not buff my ship. However it would debuff all other ships of it's size. My primary weapons are divided among many docked modules, there is no way your formula could take those into account since they are on a separate entity. The result is my ship having a higher DPS than other ships of it's size that do not use this system, because the cooldown penalty would not apply correctly.

    It's indirectly buffing me by nerfing everything else. Not quite the same in design, but in result it is.
    No, it would have no comparative effect on ships of the same size. Your "main gun as a turret strategy" would be nerfed the same as those not using it.... really I don't know how else to put this.

    Giant guns would fire slower. period. It doesn't matter if they're on a ship, or on a turret, or on a station, or a planet, or with a bug under a rug.

    The cooldown would be applied to the weapon computer, not the ship
     

    CyberTao

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    The core of my argument is that the current system is broken, because the only combat viable ships are essentially giant guns with thrusters and shields. an unbroken system would yield a variety of combat-viable designs, which we don't currently see.

    Mega-turrets would be nerfed, but they would be nerfed the same as all weapon systems, wo it would not have a preferential effect



    No, it would have no comparative effect on ships of the same size. Your "main gun as a turret strategy" would be nerfed the same as those not using it.... really I don't know how else to put this.

    Giant guns would fire slower. period. It doesn't matter if they're on a ship, or on a turret, or on a station, or a planet, or with a bug under a rug.

    The cooldown would be applied to the weapon computer, not the ship
    No, your equation only works on modules connected to the same computer, or at the most 1 entity.

    To make my system get nerfed in the way you plan, you'd also have to nerf turrets based on the main ship's weapons, as well as those small groups.
    These are not "mega turrets", they closer to fighters or small corvettes. To nerf them to any extent that they would be penalized the same as large ships would also destroy PD and anti-fighter designed turrets.

    My weapons are not directly a part of the main ship, and as such are immune to any current mechanic that would penalize them for anything besides mass based %. The only way you could nerf them is by making docked entities count, which would tend nerf carriers and potentially turret based ships with lots of PD.
     
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    No, your equation only works on modules connected to the same computer, or at the most 1 entity.

    To make my system get nerfed in the way you plan, you'd also have to nerf turrets based on the main ship's weapons, as well as those small groups.
    These are not "mega turrets", they closer to fighters or small corvettes. To nerf them to any extent that they would be penalized the same as large ships would also destroy PD and anti-fighter designed turrets.

    My weapons are not directly a part of the main ship, and as such are immune to any current mechanic that would penalize them for anything besides mass based %. The only way you could nerf them is by making docked entities count, which would tend nerf carriers and potentially turret based ships with lots of PD.
    I really, really don't know how else to phrase this:

    The cooldown for a weapon computer block, would be dependent on the number of slave groups, and the number of modules in the slove groups.

    For any weapon computer, the number of modules conencted to it would dictate the cooldown for that weapon computer.

    Have you figured out how to create weapons without weapon computers? If I try to create a turret without a weapon computer , it does nothing.
     

    CyberTao

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    Have you figured out how to create weapons without weapon computers? If I try to create a turret without a weapon computer , it does nothing.
    But the weapons will be the same as a corvette sized weapon. I don't have independent huge groups, I have 80 groups of around 300-400.
    300-400 is actually not all that much, those fit onto smaller ships like corvettes or destroyers (or whatever you call them, 40 mass in weapons is small).

    Since each group only has the weapon size of a small ship, they don't receive the same cooldown nerf as the large ships. Do your math with a nromal ship (which would have 32 000 weapons blocks) versus 1 of my missiles (400 weapon blocks).
    That difference in cooldown is why my system would be superior. Instead of 1 projectile every 50 seconds like you plan, I get 80 every 30 (rough number estimates). The overall damage is the same, but I can fire faster.
     
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    If you have 15 megaweapons, great, you can fire each of those 15 mega weapons, once per battle. Which is better than having 1 15xmegaweapon
    [DOUBLEPOST=1425672925,1425672807][/DOUBLEPOST]Ok... now I see what you're saying. Yeah, then I agree, your strategy is a better stratefy, which is by the way, the same strategy that has been adopted in naval warfare for centuries, and is universally agreed to be, "the right way"
    [DOUBLEPOST=1425673007][/DOUBLEPOST]At first I thought you were saying, "I have one 10000 module turret"