Cannons: High damage, short to medium range, affected by armor %.
Cannons are actually firing physical objects (shells, antimatter, whatever) that are basically just kinetic impactors. They carry a lot of punch and can tear unprotected things apart pretty easily, but are easily stopped by armor. Low energy requirements.
Beams: Low damage, medium to long range, unaffected by armor %.
Beams are energy weapons and are projected, not fired. Upon striking a target, the energy affects only what is directly hit, doing less overall damage than the cannons blowing pieces out, but are unaffected by armor plating. High energy requirements.
Missiles: Cannons with a blast radius. Pretty much as they are now. First layer takes the most damage, second layer takes less damage, until you get deep enough that blocks are just being cracked but not destroyed and it ends.
Pulse: Keep the cannon/missile symmetry, and make these some kind of dense energy burst weapon that ignores armor, does little direct damage, but applies that full damage across all blocks in the radius instead of being reduced every layer.
------------------------------
How I see combat running:
For small ships, cannons would be pretty much the defacto weapon, as the energy requirements for beams would be too high for them to generate easily. Small ships would also be less armored (due to hopefully heavier armor actually being heavier in future releases). For large ship combat, I'd see beam weaponry being used at long range to soften ships up by cutting through their armor, then once in close open up with the cannons and missiles to chew into the unprotected flanks.
------------------------------
Other changes:
Make missiles smart by default. I honestly don't know anyone that uses missiles on ships that doesn't make them either heatseeking or homing. The only time I personally ever see dumbfire missiles used are as station busters due to the fact they're fairly worthless against anything that can actually move out of the way. So, lets just make them all lock on by default, and then switch it up so that one of the linking styles creates very strong dumbfire missiles. Make the way they are currently used most the default setting, and make the special use case the one that has to be linked to achieve.
Cannons are actually firing physical objects (shells, antimatter, whatever) that are basically just kinetic impactors. They carry a lot of punch and can tear unprotected things apart pretty easily, but are easily stopped by armor. Low energy requirements.
Beams: Low damage, medium to long range, unaffected by armor %.
Beams are energy weapons and are projected, not fired. Upon striking a target, the energy affects only what is directly hit, doing less overall damage than the cannons blowing pieces out, but are unaffected by armor plating. High energy requirements.
Missiles: Cannons with a blast radius. Pretty much as they are now. First layer takes the most damage, second layer takes less damage, until you get deep enough that blocks are just being cracked but not destroyed and it ends.
Pulse: Keep the cannon/missile symmetry, and make these some kind of dense energy burst weapon that ignores armor, does little direct damage, but applies that full damage across all blocks in the radius instead of being reduced every layer.
------------------------------
How I see combat running:
For small ships, cannons would be pretty much the defacto weapon, as the energy requirements for beams would be too high for them to generate easily. Small ships would also be less armored (due to hopefully heavier armor actually being heavier in future releases). For large ship combat, I'd see beam weaponry being used at long range to soften ships up by cutting through their armor, then once in close open up with the cannons and missiles to chew into the unprotected flanks.
------------------------------
Other changes:
Make missiles smart by default. I honestly don't know anyone that uses missiles on ships that doesn't make them either heatseeking or homing. The only time I personally ever see dumbfire missiles used are as station busters due to the fact they're fairly worthless against anything that can actually move out of the way. So, lets just make them all lock on by default, and then switch it up so that one of the linking styles creates very strong dumbfire missiles. Make the way they are currently used most the default setting, and make the special use case the one that has to be linked to achieve.