- Joined
- Nov 21, 2013
- Messages
- 278
- Reaction score
- 31
The current beams seem underwhelming in the idea of replicating common sci-fi ships/tropes(always nice to have).
Why?
Quite a few of the beams in sci-fi I can think of are generally not close-up, light anti-fighter weapons, but ones meant for brawling with capitals at range.
Closest to the current beams I know of is Star Trek, and there it's a multi-purpose adjustable "do it all" weapon(it is ST after all).
The ones I think of are high-speed, but slow-refire and probably low accuracy against something small. Instead of something like lasers, I would prefer a large, slow-refire, long-range, multi-hit projectile, that goes slower and has lower refire than cannons and missiles(since it has multi-hit and extra range). It could take out the extra range and that would be alright(though not ideal), just not less range than cannons, as it's meant for slugging away in capship fights, rather than close-up anti-fighter.
Cannons, and missiles especially, need a speed buff anyway. That would also let this keep some speed but be slower so as to be balanced with those weapons. The pulse reload/alpha increase should be lower than other weapons, to keep its alpha in line(since this has slower reload).
Instead of trading range for hitscan and multi-hit, these beams would trade refire and projectile speed for some range and multi-hit. This weapon would not be used against drones and agile ships. All the different combinations should have the same multi-hit-per-second, unless one of them needs a significant nerf/buff in comparison to the others. The amount of multi-hit, range increase, and speed/refire decrease would be important balancing factors.
I'm afraid it won't happen though, thanks to the current beams already being in and people being calling it OP as it's got AOE without being interceptable/having expensive systems. (Which is why it goes the opposite of beams in the speed and range departments, making it the inverse of the current ones, which is exactly the intention. Hopefully this keeps the intended balance formula working). Could be an additonal weapon, but might be too similar.
Examples of why I want this:
Martian Successor Nadesico's: Gravity Blast
Freespace 2's:GVD Psamtik
Stargtate SG-1's: BC-304(SG-1 spoilers?)
(FS2 one is basically the same, although it will be slow for balance. Anti-fighter beams won't work with this, which is why both beams would be nice to have.
For the Nadesico, maybe I'd need a really big rotated-rail(pls?)-mounted, logic-wired newbeam/beam system for the wide-spread Gravity Blast. The no-spread version probably work fine as is, maybe some beam slave to increase the speed and range.
Stargate plasma beams would work just fine pretty much as is.)
TL;DR:
I've been wanting true "capital beams" for a while. These would swap the range and speed of current beams the other way(in relation to cannons).
I would like to see your feedback on this.
*prepares flame shields*
Why?
Quite a few of the beams in sci-fi I can think of are generally not close-up, light anti-fighter weapons, but ones meant for brawling with capitals at range.
Closest to the current beams I know of is Star Trek, and there it's a multi-purpose adjustable "do it all" weapon(it is ST after all).
The ones I think of are high-speed, but slow-refire and probably low accuracy against something small. Instead of something like lasers, I would prefer a large, slow-refire, long-range, multi-hit projectile, that goes slower and has lower refire than cannons and missiles(since it has multi-hit and extra range). It could take out the extra range and that would be alright(though not ideal), just not less range than cannons, as it's meant for slugging away in capship fights, rather than close-up anti-fighter.
Cannons, and missiles especially, need a speed buff anyway. That would also let this keep some speed but be slower so as to be balanced with those weapons. The pulse reload/alpha increase should be lower than other weapons, to keep its alpha in line(since this has slower reload).
Instead of trading range for hitscan and multi-hit, these beams would trade refire and projectile speed for some range and multi-hit. This weapon would not be used against drones and agile ships. All the different combinations should have the same multi-hit-per-second, unless one of them needs a significant nerf/buff in comparison to the others. The amount of multi-hit, range increase, and speed/refire decrease would be important balancing factors.
I'm afraid it won't happen though, thanks to the current beams already being in and people being calling it OP as it's got AOE without being interceptable/having expensive systems. (Which is why it goes the opposite of beams in the speed and range departments, making it the inverse of the current ones, which is exactly the intention. Hopefully this keeps the intended balance formula working). Could be an additonal weapon, but might be too similar.
Examples of why I want this:
Martian Successor Nadesico's: Gravity Blast
Freespace 2's:GVD Psamtik
Stargtate SG-1's: BC-304(SG-1 spoilers?)
(FS2 one is basically the same, although it will be slow for balance. Anti-fighter beams won't work with this, which is why both beams would be nice to have.
For the Nadesico, maybe I'd need a really big rotated-rail(pls?)-mounted, logic-wired newbeam/beam system for the wide-spread Gravity Blast. The no-spread version probably work fine as is, maybe some beam slave to increase the speed and range.
Stargate plasma beams would work just fine pretty much as is.)
TL;DR:
I've been wanting true "capital beams" for a while. These would swap the range and speed of current beams the other way(in relation to cannons).
I would like to see your feedback on this.
*prepares flame shields*