CyberTao
鬼佬
Except that all calculations are based on modules attached to a weapons computer, effects included. Effect modules add to the total weapon group as well. 100 master, 100 slaves and 50 modules create a weapon system of 250 blocks. I dunno, it just seems needlessly over complicated to choose creating a new system which would have to combine all computers over applying 2 existing systems, when the end effect will be the same (can't imagine PD being much fun to build if you had to make it a minimal of 10 blocks per 1:1 cannon though).Unless it's total weapon mass on the ship, not per-computer.
Turning speeds only factor in when ships get close, and most combat that I have seen, that wasn't versus AI, was done at a distance, where PD has more time to react, and you have a better chance of avoiding fire (AI is also less accurate). You also have to consider things like swarmers, which don't care about turn rate.Larger ships can't turn as fast as smaller ships can maneuver. That's easily solvable. That's how it works in many games. If my dreadnought can hit the tiny frigate that isn't moving, it deserves to get completely wasted. Against another dreadnought it will only damage a portion of it's hull.
I also don't see how turn rate factors into my argument at all. After a certain point, missiles will do their full damage needed to maximize the crater. If it is tied to ship mass, you can get a ship what can fire dozens of swarmers or lockons that deal the maximum sized crater, obliterating small ships and chewing through large ships like it does now.
Not that it really matters. Your ideal is dropping the DPS per block once weapons exceed a certain % of the ship's mass. Mine involves controlling weapon size via power costs, with an ideal weapon size and no penalty for making Large logic arrays to fire them. Both restrict ship design to a certain extent, and will probably never be used. Best we can hope for is the ability to tweak it to be like so in the configs, or via modding.