- Joined
- Jul 15, 2013
- Messages
- 206
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Hello players! I had an idea, and did a quick search for the same idea, but did not find it. Here we go!
Please note that this is not the same thing as the current explosive module.
Damage spread. Think about it, why should nearly every cannon be a pinpoint-only weapon? Wouldn't it make more sense if they damaged a small area instead? I think it would. Say there is a config option like this:
DamagePropagationPercent=50
Where DamagePropagationPercent is the percent of the damage of the cannon that affects adjacent blocks. When the adjacents are damaged, the damage is reduced by another 50% (Or whatever it would be) and applied to every block adjacent to them. This could be coupled with a decrease in damage for cannons, to prevent this from increasing their damage too much. "But Dman," you say, "What if I want a pinpoint, high damage weapon?" Then you add the Pierce Effect Module! It woud remove the spread, concentrating the damage on one point, and allowing it to continue if it destroys the block, and it damages the next one with its remaining damage. The Punch-Through would remain the same, but retain the damage spread compared to the pierce. Now, to add more use to hull, they would stop the second spread from happening, while non-armored blocks would have the second one, meaning that systems are very vulnerable, while hull is a more effective defense. The Explosive Module could increase the percentages and maybe add a small amount more radius to the spread. These changes would make cannons feel more like cannons, instead of them being like beams with a reload. another change could be that the end of a cannon's width could determine the size of the projectile, larger ones would be more powerful and have better splash, but would have a slower fire rate and have a bit of inaccuracy, allowing true anti-capital cannons. The end should have to remain 2x2 or whatever for a certain distance to prevent an absurdly wide cannon at the front that suddenly shrinks down into a small wire that weaves through the ship.
TL;DR: Cannon damage should spread over an area. Hull reduces this. The ends of cannons should determine projectile size and change some parameters.
Please note that this is not the same thing as the current explosive module.
Damage spread. Think about it, why should nearly every cannon be a pinpoint-only weapon? Wouldn't it make more sense if they damaged a small area instead? I think it would. Say there is a config option like this:
DamagePropagationPercent=50
Where DamagePropagationPercent is the percent of the damage of the cannon that affects adjacent blocks. When the adjacents are damaged, the damage is reduced by another 50% (Or whatever it would be) and applied to every block adjacent to them. This could be coupled with a decrease in damage for cannons, to prevent this from increasing their damage too much. "But Dman," you say, "What if I want a pinpoint, high damage weapon?" Then you add the Pierce Effect Module! It woud remove the spread, concentrating the damage on one point, and allowing it to continue if it destroys the block, and it damages the next one with its remaining damage. The Punch-Through would remain the same, but retain the damage spread compared to the pierce. Now, to add more use to hull, they would stop the second spread from happening, while non-armored blocks would have the second one, meaning that systems are very vulnerable, while hull is a more effective defense. The Explosive Module could increase the percentages and maybe add a small amount more radius to the spread. These changes would make cannons feel more like cannons, instead of them being like beams with a reload. another change could be that the end of a cannon's width could determine the size of the projectile, larger ones would be more powerful and have better splash, but would have a slower fire rate and have a bit of inaccuracy, allowing true anti-capital cannons. The end should have to remain 2x2 or whatever for a certain distance to prevent an absurdly wide cannon at the front that suddenly shrinks down into a small wire that weaves through the ship.
TL;DR: Cannon damage should spread over an area. Hull reduces this. The ends of cannons should determine projectile size and change some parameters.
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