Quite a few ppl say the am cannon is too powerful. With a large one you can core a massive vessel in no time flat that is true for the following reasons:
1. Cores are always visible (radar is supposed to jam this but doesnt always)
2. Cannon can overwhelm shields with less resource investment.
3. Cannon are 'laser' accurate even at great range.
I suggest we change number 3. Heres how:
Assign a probability of scatter and distance of scatter (up to some arbitrary number, 1 = 1 square to the right or left up or down of the actual aim point) for each round fired. Spamming a lot of rounds is very power intensive but this change in no way stops you from hitting a targets shields if it is large - keeping the cannon relevant.
Small ships would benefit from this in that the cannon is no longer instant death for them if they attack a larger, better armed opponent.
This, if it is possible to implement, will make the cannon into a shield defeating weapon but not the SHIP defeating weapon it is now. You could also open the door for more weapons in the future that are mor eor less accurate with different characteristics that will match a far greater playstyle in the future.
My inspiration for this is World of Tanks. In that game they have a reticle that is representative of accuracy, crew efficiency, aim time. In WOT hitting a certain area can kill a tank quickly so this random hit area that gets smaller the more you aim is important in keeping the game going for a few minutes rather than ahving every tank ammo racked in the first 3 minutes fo a fifteen minute match.
1. Cores are always visible (radar is supposed to jam this but doesnt always)
2. Cannon can overwhelm shields with less resource investment.
3. Cannon are 'laser' accurate even at great range.
I suggest we change number 3. Heres how:
Assign a probability of scatter and distance of scatter (up to some arbitrary number, 1 = 1 square to the right or left up or down of the actual aim point) for each round fired. Spamming a lot of rounds is very power intensive but this change in no way stops you from hitting a targets shields if it is large - keeping the cannon relevant.
Small ships would benefit from this in that the cannon is no longer instant death for them if they attack a larger, better armed opponent.
This, if it is possible to implement, will make the cannon into a shield defeating weapon but not the SHIP defeating weapon it is now. You could also open the door for more weapons in the future that are mor eor less accurate with different characteristics that will match a far greater playstyle in the future.
My inspiration for this is World of Tanks. In that game they have a reticle that is representative of accuracy, crew efficiency, aim time. In WOT hitting a certain area can kill a tank quickly so this random hit area that gets smaller the more you aim is important in keeping the game going for a few minutes rather than ahving every tank ammo racked in the first 3 minutes fo a fifteen minute match.