### Antimatter Cannon Overhaul ###
The following idea suggests some big changes in the way AMCs work and would, in my opinion, make everything more interesting. Note that all values just act as examples!
# The Group Scaling and Settings #
Adding more AMC blocks to one group only increases its damage and maximum range. Damage scales similarly to now. Maximum range starts at ~500m and slowly scales up to a limit of something like 2000m. Projectile speed always stays the same.
Replacing the current percent system to tweak ROF/damage/etc, ROF and range both get one slider each, which can be moved independently from each other.
# Adding Accuracy #
Accuracy would be a neat thing to have, indeed! It also gives another way to balance AMCs.
# The Rate of Fire Slider #
The ROF slider changes how fast the weapon fires and scales the damage output accordingly. The slider goes from 0.1 rounds per second to 10 rounds per second.
The slider affects ROF, damage and accuracy.
0.1 RPS (Lowest possible): 125% damage, 100% accuracy
1 RPS (Middle value): 11.25% damage, 87.5% accuracy
10 RPS (Highest possible): 1% damage, 75% accuracy
Example:
Assuming the cannon does 1000 damage:
0.1 RPS: 125% damage - Equals to 1250 damage per 10 seconds.
10 RPS: 1% damage - Equals to 1000 damage per 10 seconds.
A slowest firing cannon will do 125% damage per 10 seconds to compensate for its slow reload.
A fastest firing cannon will do 100% damage in the same amount of time.
# The Range Slider #
The range slider is similar to the ROF slider. It'll go from 10% to 100% range. The more of it, the less damage and the more accuracy.
10% Range (Lowest possible): 150% damage, 75% accuracy
55% Range (Middle value): 100% damage, 87.5% accuracy
100% Range (Highest possible): 50% damage, 100% accuracy
Example:
Assuming the cannon does 1000 damage and has a maximum range of 1000m:
10% Range: 1500 damage and 100m range
55% Range: 1000 damage and 500m range
100% Range: 500 damage and 1000m range
# The Damage Effects (Additional Thing) #
Instead of only dealing direct damage, the projectiles could deal radius damage dependent on their direct damage, which is scaled with the percentage of the ROF slider. The higher it is, the higher the radius the damage is spread over. This way you can have point defense turrets that have low range, high ROF and shred every small ship in seconds that dares to get too close, and huge long-range cannons that do devastating damage over wide areas.
The following idea suggests some big changes in the way AMCs work and would, in my opinion, make everything more interesting. Note that all values just act as examples!
# The Group Scaling and Settings #
Adding more AMC blocks to one group only increases its damage and maximum range. Damage scales similarly to now. Maximum range starts at ~500m and slowly scales up to a limit of something like 2000m. Projectile speed always stays the same.
Replacing the current percent system to tweak ROF/damage/etc, ROF and range both get one slider each, which can be moved independently from each other.
# Adding Accuracy #
Accuracy would be a neat thing to have, indeed! It also gives another way to balance AMCs.
# The Rate of Fire Slider #
The ROF slider changes how fast the weapon fires and scales the damage output accordingly. The slider goes from 0.1 rounds per second to 10 rounds per second.
The slider affects ROF, damage and accuracy.
0.1 RPS (Lowest possible): 125% damage, 100% accuracy
1 RPS (Middle value): 11.25% damage, 87.5% accuracy
10 RPS (Highest possible): 1% damage, 75% accuracy
Example:
Assuming the cannon does 1000 damage:
0.1 RPS: 125% damage - Equals to 1250 damage per 10 seconds.
10 RPS: 1% damage - Equals to 1000 damage per 10 seconds.
A slowest firing cannon will do 125% damage per 10 seconds to compensate for its slow reload.
A fastest firing cannon will do 100% damage in the same amount of time.
# The Range Slider #
The range slider is similar to the ROF slider. It'll go from 10% to 100% range. The more of it, the less damage and the more accuracy.
10% Range (Lowest possible): 150% damage, 75% accuracy
55% Range (Middle value): 100% damage, 87.5% accuracy
100% Range (Highest possible): 50% damage, 100% accuracy
Example:
Assuming the cannon does 1000 damage and has a maximum range of 1000m:
10% Range: 1500 damage and 100m range
55% Range: 1000 damage and 500m range
100% Range: 500 damage and 1000m range
# The Damage Effects (Additional Thing) #
Instead of only dealing direct damage, the projectiles could deal radius damage dependent on their direct damage, which is scaled with the percentage of the ROF slider. The higher it is, the higher the radius the damage is spread over. This way you can have point defense turrets that have low range, high ROF and shred every small ship in seconds that dares to get too close, and huge long-range cannons that do devastating damage over wide areas.