How to make Weapons 3.0 Modular

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    This is an idea for how to take all the mechanics of Weapons 3.0 and make them a fully modular, and customizable system. So far, the weapons 3.0 system has tons of fun new mechanics such as Acid, recoil, spinal weapons, etc, but it feels devoid of player interaction. With only 9 actual weapon combos, each with so many caveats forced into them that nothing actually feels comfortable to use; I feel the game has lost of lot of appeal for people to actually design competitive technologies. "Doom beam", "Arc Beam", and "Bomb" are not a code names for a faction specific ways of building a weapon system, they are just weapon primitives with very little room for customization or optimization.

    This idea is to decouple weapons from the traditional idea of secondary and tertiary modules, and to simply build weapons by layering weapon modules on them by connecting your main weapon computer to however many of these secondary systems you need to reach the desired effect. Much like the old tertiary system, each bonus you add would come with a handicap; so, building something like a doom beam would still be just as viable as it is right now by simply stacking all the handicaps on a single weapon that you can to reach the desired mega damage doomsday situational weapon.

    The difference here is that you can pick and choose what handicaps you are willing to take to min-max your firepower so that two factions might both have doom-beam like weapons, but they might have very different configurations. This would help bring back the feel of faction specific military doctrine, and technological exploration as a game mechanic.

    Proposed break down:
    HTML:
    <table>
      <tr>
        <th></th>
        <th>Cannon</th>
        <th>Beam</th>
        <th>Missiles</th>
      </tr>
      <tr>
        <th>Main System</th>
        <td>10 dps/block;</td>
        <td>10 dps/block;</td>
        <td>20 dps/block;</td>
      </tr>
      <tr>
        <th>Alpha Loader *Can’t be used with an Omega Loader*</th>
        <td>Decreases rate-of-fire for better alpha damage; 10 dps/block</td>
        <td>Decreases rate-of-fire for better alpha damage; 10 dps/block</td>
        <td>Decreases rate-of-fire for better alpha damage; 20 dps/block</td>
      </tr>
      <tr>
        <th>Omega Loader *Can’t be used with an Alpha Loader*</th>
        <td>Increases rate-of-fire for better DPS; 10 dps/block</td>
        <td>Increases rate-of-fire for better DPS; 10 dps/block</td>
        <td>Increases rate-of-fire for better DPS; 20 dps/block</td>
      </tr>
      <tr>
        <th>Capacitor</th>
        <td>Weapon can be held down to charge up; Receives a damage multiplier based on how long it was charged.</td>
        <td>Weapon has a charging delay; Receives a damage multiplier based on this.</td>
        <td>Weapon discharges multiple missiles per shot; Does more total damage, but less damage/ammo.</td>
      </tr>
      <tr>
        <th>Barrel Enhancer *Can’t be used with a Payload Enhancer*</th>
        <td>Increases range and projectile velocity; does not add any damage.</td>
        <td>Increases range; does not add any damage.</td>
        <td>Increases range and projectile velocity; does not add any damage.</td>
      </tr>
      <tr>
        <th>Payload Enhancer *Can’t be used with a Barrel Enhancer*</th>
        <td>Decreases velocity; Adds a damage multiplier</td>
        <td>Decreases range; Adds a damage multiplier</td>
        <td>Adds the “bomb” effect</td>
      </tr>
      <tr>
        <th>Spectrum Enhancer</th>
        <td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 10 dps/block</td>
        <td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 10 dps/block</td>
        <td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 20 dps/block</td>
      </tr>
      <tr>
        <th>Optical Enhancer</th>
        <td>Adds Zoom</td>
        <td>Adds latch-on</td>
        <td>Adds lock-on</td>
      </tr>
      <tr>
        <th>Targeting Enhancer</th>
        <td>Mitigates Recoil</td>
        <td>Mitigates damage falloff</td>
        <td>Mitigates lock-on time</td>
      </tr>
      <tr>
        <th>Gyroscopic Enhancer</th>
        <td>Allows gimbal effect</td>
        <td>Allows gimbal effect</td>
        <td>Improves turn rate of lock-on missiles</td>
      </tr>
    </table>
     
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    Weapon system improvements

    Obviously something like this should be done, but I think your method isn't as flexible and is more complicated than it needs to be.

    What if you want a long-range cannon but a slow projectile, or a short-range cannon with a fast projectile? How do you decrease cannon and missile range? How do you decrease missile speed? How do you modify beam firing duration per shot?

    The default weapon with no attached modules should be functional for ease of use, but that means you need to be able to decrease all of these other attributes as well.

    I think each module should increase only one attribute and decrease all others, both for simplicity and potential for customization.
     
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    I don't see how this would add fun to the game. It's just additional unnecessary complexity which makes an already pretty complicated system harder to work with both for the players and the developers.

    A simple system with clear design is much more appealing to work with than one cluttered with weird mechanics. This was probably one of the reasons for the revamp. "Elegance is elimination."

    The problem isn't just with flexibility but also with readability and complexity. This suggestion helps with none.
     
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    I don't see how this would add fun to the game. It's just additional unnecessary complexity which makes an already pretty complicated system harder to work with both for the players and the developers.
    There's nothing preventing you from using a default weapon with no modifiers. It's as complex as you want to make it.

    A simple system with clear design is much more appealing to work with than one cluttered with weird mechanics. This was probably one of the reasons for the revamp. "Elegance is elimination."
    It's easy to determine what a range upgrade or damage upgrade does. The result of attaching a beam to a cannon is what is unclear. How does that make sense to new players?
     
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    There's nothing preventing you from using a default weapon with no modifiers. It's as complex as you want to make it.
    That is exactly my point. Why over complicate something when it can work on its own just fine? The points mentioned in the OP are all mechanics which gives and advantage to a weapon system which makes them superior in all cases against a stock system. That means that you in fact HAVE to use them in order to be competitive. However if you want to balance this you have to introduce additional clutter to the mechanics which makes the whole system inelegant and complicated which is not good.

    It's easy to determine what a range upgrade or damage upgrade does. The result of attaching a beam to a cannon is what is unclear. How does that make sense to new players?
    Just because it doesn't make sense doesn't mean it's not effective. Also it requires no addition of various module blocks and allows for a simple way of weapon modification which can be better balanced and better understood once the player reads into the mechanic.

    Your point that it might not be a trivial mechanic even if a valid one is a weak reason for basically a redesign to the system. The advanced build mode wiki which got introduced with the power system revamp could be used here in a similar fashion. Problem solved.
     

    Valiant70

    That crazy cyborg
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    • Thinking Positive
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    • Legacy Citizen 4
    Proposed break down:
    HTML:
    <table>
      <tr>
        <th></th>
        <th>Cannon</th>
        <th>Beam</th>
        <th>Missiles</th>
      </tr>
      <tr>
        <th>Main System</th>
        <td>10 dps/block;</td>
        <td>10 dps/block;</td>
        <td>20 dps/block;</td>
      </tr>
      <tr>
        <th>Alpha Loader *Can’t be used with an Omega Loader*</th>
        <td>Decreases rate-of-fire for better alpha damage; 10 dps/block</td>
        <td>Decreases rate-of-fire for better alpha damage; 10 dps/block</td>
        <td>Decreases rate-of-fire for better alpha damage; 20 dps/block</td>
      </tr>
      <tr>
        <th>Omega Loader *Can’t be used with an Alpha Loader*</th>
        <td>Increases rate-of-fire for better DPS; 10 dps/block</td>
        <td>Increases rate-of-fire for better DPS; 10 dps/block</td>
        <td>Increases rate-of-fire for better DPS; 20 dps/block</td>
      </tr>
      <tr>
        <th>Capacitor</th>
        <td>Weapon can be held down to charge up; Receives a damage multiplier based on how long it was charged.</td>
        <td>Weapon has a charging delay; Receives a damage multiplier based on this.</td>
        <td>Weapon discharges multiple missiles per shot; Does more total damage, but less damage/ammo.</td>
      </tr>
      <tr>
        <th>Barrel Enhancer *Can’t be used with a Payload Enhancer*</th>
        <td>Increases range and projectile velocity; does not add any damage.</td>
        <td>Increases range; does not add any damage.</td>
        <td>Increases range and projectile velocity; does not add any damage.</td>
      </tr>
      <tr>
        <th>Payload Enhancer *Can’t be used with a Barrel Enhancer*</th>
        <td>Decreases velocity; Adds a damage multiplier</td>
        <td>Decreases range; Adds a damage multiplier</td>
        <td>Adds the “bomb” effect</td>
      </tr>
      <tr>
        <th>Spectrum Enhancer</th>
        <td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 10 dps/block</td>
        <td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 10 dps/block</td>
        <td>Causes a temporary shield outage when fired, but improves weapons power efficiency; 20 dps/block</td>
      </tr>
      <tr>
        <th>Optical Enhancer</th>
        <td>Adds Zoom</td>
        <td>Adds latch-on</td>
        <td>Adds lock-on</td>
      </tr>
      <tr>
        <th>Targeting Enhancer</th>
        <td>Mitigates Recoil</td>
        <td>Mitigates damage falloff</td>
        <td>Mitigates lock-on time</td>
      </tr>
      <tr>
        <th>Gyroscopic Enhancer</th>
        <td>Allows gimbal effect</td>
        <td>Allows gimbal effect</td>
        <td>Improves turn rate of lock-on missiles</td>
      </tr>
    </table>
    [/QUOTE]

    Remember that for the system to be fully modular, the ratio of each block needs to be meaningful. Otherwise you just add one block.
    so the TL;DR:
    • Alpha/Omega loader: Exchange ROF for damage or vice-versa
    • Barrel/payload enhancer: Exchange range and speed for damage or vice-versa
    • Capacitor: basically the charge beam from Metroid
    • Spectrum enhancer: Reduce power use, but cause an increasingly long shield outage when used.
    • Optical enhancer: Zoom/lockon; performance improves with more blocks
    • Targeting enhancer: Reduces recoil, damage falloff, and further reduces lockon delay.
    • Gimbal: Weapon can fire off-center at the expense of damage-per-block; farther off center for more blocks.
    This still isn't perfect, but something like this could work really well. I like the idea of adding modules a lot more than combining different types of weapons. It makes more sense.
    [doublepost=1530287523,1530286945][/doublepost]Heck, I may take a crack at making my own table later on.
     
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    Having passed this idea around with the devs, so far it's undergone a lot of changes, but I think it's getting much closer to viable than this 1st draft. Right now I'm kinda at this:

    Basically, the major challenges have been making it flexible enough to not need weird trees of exclusionary stuff, intuitive enough that a new player could be viable with just the basics and learn the advanced stuff as he progresses, and making sure that it's not exploitable:

    ----
    CANNONS:
    DPS: 0
    Reload: 1000 ms
    Vel: 3000 m/sec
    Range: 5 km
    Charge Damage: 0
    Power Cost: 0
    Power Multiplier: 1
    Max-Zoom: 1x
    Recoil: 1x
    Gimbal: 0deg

    BALLENCE NOTES:
    *All modules add the same dps and power cost based on configs. (probably 10,10 as default)
    *All % ratings are the relative number of a support module to the primary module.
    *Contractory reload modules handeld by a formulas like: $reload = $baseReload + ($baseReload * 14 * $alphaPercent) - (baseReload * 0.9 * rofPercent);
    *Power Multipliers would be the product of all active power multipiers and be at the foundation of weapon bonus/mallice ballenceing. $powerMultiplier = $basePowerMultiplier * velocityPowerMultiplier * rangePowerMultiplier * (etc...)
    *Overcharge is ballenced similar to the old overdrive effect, but is slightly less punishing on the power cost due to the extra effort of the delay.
    *A Cannon with all the bells and whistles and no flux to offset power consumption would have a power efficiency of ~ half that of a vanilla cannom; so, picking and choosing what effects to use would be integral to maintaining adequate damaging weapons.



    Cannon Modules: Used as a primary module for cannons.
    Alpha Modules: Increases your Reload based on your % rating [example: increase reload to 15000ms at 100%]
    RoF Modules: Decreases your Reload based on your % rating [example: decrease reload to 100ms at 100%]
    Velocity Modules: Increases projectile velocity and power consumption based on your % rating [example: vel=9000m/sec and power Multiplier=1.25 at 100%]
    Range Modules: Increases range and power consumption based on what % rating. [example: range=10km and power Multiplier=1.25 at 100%]
    Over-Charge Modules: Adds dps and power cost to the durration while a weapon is charging up in addition to normal ocsts. These multipliers whould be fixed in the configs, but the % rating would effects how long the charge cycle is

    [example: Add 3-times dps and 4.5-times power draw to the time spend in charge-up.]
    Power-Flux Modules: Causes shield outage that lasts a period of time based on the mothership's total shield capacity vs this weapon's damage & effect %. The effect percent decreases power consumption [example: powerMultiplier= 0.5 and

    shield jam is = (5 seconds * weapondamage / sheildcapacity) at 100%]
    Optical Modules: Grants a zoom based on % rating and causes a power effecency penalty. [example: x5 zoom and power Multiplier=1.05 at 100%]
    Targeting Modules: Mitigates Recoil based on what % rating and causes a power effecency penalty. [example: 0% recoil and power Multiplier=1.10 at 100%]
    Gyroscopic Modules: Allows a Gimbal angle based on what % rating and causes a power effecency penalty. [example: 30degress of gimbal and power Multiplier=1.10 at 100%]

    BEAMS:
    DPS: 0
    Reload: 10000 ms
    Tics: 50 over 5 sec
    Latch on: 0 sec
    Range: 5 km
    Charge Damage: 0
    Power Cost: 0
    Damage Fall-off at max range: 100%
    Gimbal: 0deg

    BALLENCE NOTES:
    *Doom Beam Penitration as a mechanic should be removed in favor of a system that gracefully addapts penitration depth based on damage more similar to the old punch-through mechanics, or not at all.
    *Velocity Modules are a trade-off based on weapon purpose. A beam with a shorter, stronger burst would be a much prefferable weapon for quickly downing shields and overcoming heavy armor. This option would help negate the need for the

    current penitration model currently used by doom beams, because it would make it possible for each tic to do enough damage on its own to overcome armor.
    *Not everythign has the same power penalty as cannons, but it adds up to about the same factor of 2:1 with all the extras.

    Beam Modules: Used as a primary module for cannons.
    Alpha Modules: Increases your Reload based on your % rating [example: increase reload to 30000ms at 100%]
    RoF Modules: Decreases your Reload based on your % rating [example: decrease reload to 5000ms at 100%]
    Velocity Modules: Decreases number and duration of tics, but this makes each tic proprotionaltely stronger based on your % rating and dps [example: 10 tics over 1 second at 100% and power Multiplier=1.10]
    Range Modules: Increases range and power consumption based on what % rating. [example: range=10km and power Multiplier=1.25 at 100%]
    Over-Charge Modules: Adds dps and power cost to the durration while a weapon is charging up in addition to normal ocsts. These multipliers whould be fixed in the configs, but the % rating would effects how long the charge cycle is

    [example: Add 3-times dps and 4.5-times power draw to the time spend in charge-up.]
    Power-Flux Modules: Causes shield outage that lasts a period of time based on the mothership's total shield capacity vs this weapon's damage & effect %. The effect percent decreases power consumption [example: powerMultiplier= 0.5 and

    shield jam is = (5 seconds * weapondamage / sheildcapacity) at 100%]
    Optical Modules: Adds latch-on that lasts an ammount of time based on % rating and causes a power effecency penalty. [example: 5 second latch-on and power Multiplier=1.15 at 100%]
    Targeting Modules: Mitigates Damage Fall-off at max range based and causes a power effecency penalty. [example: reduces falloff to 50% at max range and power Multiplier=1.15 at 100%]
    Gyroscopic Modules: Allows a Gimbal angle based on what % rating and causes a power effecency penalty. [example: 30degress of gimbal and power Multiplier=1.10 at 100%]


    Missiles:
    DPS: 0
    Reload: 30000 ms
    Vel: 300 m/sec
    Radius: 10m
    Time-to-lock: 10/sec
    Targeting: none
    Range: 10 km
    Power Cost: 0
    Turn radius: 3km
    Bomb: false

    BALLENCE NOTES:
    *Power-Flux at 100% will technically eleminate certain other bonuses like lockon and turning, but this should not actually break the functions. It would be up to players to realize things like lockon being useless for unproppelled

    bombs. A simple disclaimer about this is the block description should prevent too many issues with this though.
    *Not everythign has the same power penalty as cannons, but it adds up to about the same factor of 2:1 with all the extras.
    *Contractory turn radius modules handeld by a formulas like: $turnradius = $baseTurnradius + (7 * $overChargePercent) - (2 * gyroscopicPercent); The max OC penalty being much stronger than max gyro bonus is intentional here so that wide

    area nukes never have quite the same tracking potention as lighter anti-fighter missiles.

    Missile Modules: Used as a primary module for cannons.
    Alpha Modules: Increases your Reload based on your % rating [example: increase reload to 45000ms at 100%]
    RoF Modules: Decreases your Reload based on your % rating [example: decrease reload to 1000ms at 100%]
    Velocity Modules: Increases projectile velocity and power consumption based on your % rating [example: vel=900m/sec and power Multiplier=1.25 at 100%]
    Range Modules: Increases range and power consumption based on what % rating. [example: range=20km and power Multiplier=1.25 at 100%]
    Over-Charge Modules: Increases blast radius based on the % rating but decreases turn radius [example: 64m radius and 10km turn radius at 100%]
    Power-Flux Modules: Increases damage based on the % rating but decreases speed [example: about 2x damage and 100m/s at 99%, at 100% this becomes an upropelled bomb and gains the shield bypass ability]
    Optical Modules: Time-to-lock based on % rating and causes a power effecency penalty. [example: Locks on in 2 seconds and power Multiplier = 1.05 at 100%]
    Targeting Modules: Adds lock-on and causes a power effecency penalty. [example: Heat-seaking and power Multiplier = 1.05 at 50%, Lock-on and power Multiplier = 1.10 at 100%]
    Gyroscopic Modules: Improves turn rate of lock on what % rating and causes a power effecency penalty. [example: 1 km turn radius and power Multiplier=1.10 at 100%]
     
    Last edited:
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    Having passed this idea around with the devs, so far it's undergone a lot of changes, but I think it's getting much closer to viable than this 1st draft. Right now I'm kinda at this:

    Basically, the major challenges have been making it flexible enough to not need weird trees of exclusionary stuff, intuitive enough that a new player could be viable with just the basics and learn the advanced stuff as he progresses, and making sure that it's not exploitable:

    ----
    CANNONS:
    DPS: 0
    Reload: 1000 ms
    Vel: 3000 m/sec
    Range: 5 km
    Charge Damage: 0
    Power Cost: 0
    Power Multiplier: 1
    Max-Zoom: 1x
    Recoil: 1x
    Gimbal: 0deg

    BALLENCE NOTES:
    *All modules add the same dps and power cost based on configs. (probably 10,10 as default)
    *All % ratings are the relative number of a support module to the primary module.
    *Contractory reload modules handeld by a formulas like: $reload = $baseReload + ($baseReload * 14 * $alphaPercent) - (baseReload * 0.9 * rofPercent);
    *Power Multipliers would be the product of all active power multipiers and be at the foundation of weapon bonus/mallice ballenceing. $powerMultiplier = $basePowerMultiplier * velocityPowerMultiplier * rangePowerMultiplier * (etc...)
    *Overcharge is ballenced similar to the old overdrive effect, but is slightly less punishing on the power cost due to the extra effort of the delay.
    *A Cannon with all the bells and whistles and no flux to offset power consumption would have a power efficiency of ~ half that of a vanilla cannom; so, picking and choosing what effects to use would be integral to maintaining adequate damaging weapons.



    Cannon Modules: Used as a primary module for cannons.
    Alpha Modules: Increases your Reload based on your % rating [example: increase reload to 15000ms at 100%]
    RoF Modules: Decreases your Reload based on your % rating [example: decrease reload to 100ms at 100%]
    Velocity Modules: Increases projectile velocity and power consumption based on your % rating [example: vel=9000m/sec and power Multiplier=1.25 at 100%]
    Range Modules: Increases range and power consumption based on what % rating. [example: range=10km and power Multiplier=1.25 at 100%]
    Over-Charge Modules: Adds dps and power cost to the durration while a weapon is charging up in addition to normal ocsts. These multipliers whould be fixed in the configs, but the % rating would effects how long the charge cycle is

    [example: Add 3-times dps and 4.5-times power draw to the time spend in charge-up.]
    Power-Flux Modules: Causes shield outage that lasts a period of time based on the mothership's total shield capacity vs this weapon's damage & effect %. The effect percent decreases power consumption [example: powerMultiplier= 0.5 and

    shield jam is = (5 seconds * weapondamage / sheildcapacity) at 100%]
    Optical Modules: Grants a zoom based on % rating and causes a power effecency penalty. [example: x5 zoom and power Multiplier=1.05 at 100%]
    Targeting Modules: Mitigates Recoil based on what % rating and causes a power effecency penalty. [example: 0% recoil and power Multiplier=1.10 at 100%]
    Gyroscopic Modules: Allows a Gimbal angle based on what % rating and causes a power effecency penalty. [example: 30degress of gimbal and power Multiplier=1.10 at 100%]

    BEAMS:
    DPS: 0
    Reload: 10000 ms
    Tics: 50 over 5 sec
    Latch on: 0 sec
    Range: 5 km
    Charge Damage: 0
    Power Cost: 0
    Damage Fall-off at max range: 100%
    Gimbal: 0deg

    BALLENCE NOTES:
    *Doom Beam Penitration as a mechanic should be removed in favor of a system that gracefully addapts penitration depth based on damage more similar to the old punch-through mechanics, or not at all.
    *Velocity Modules are a trade-off based on weapon purpose. A beam with a shorter, stronger burst would be a much prefferable weapon for quickly downing shields and overcoming heavy armor. This option would help negate the need for the

    current penitration model currently used by doom beams, because it would make it possible for each tic to do enough damage on its own to overcome armor.
    *Not everythign has the same power penalty as cannons, but it adds up to about the same factor of 2:1 with all the extras.

    Beam Modules: Used as a primary module for cannons.
    Alpha Modules: Increases your Reload based on your % rating [example: increase reload to 30000ms at 100%]
    RoF Modules: Decreases your Reload based on your % rating [example: decrease reload to 5000ms at 100%]
    Velocity Modules: Decreases number and duration of tics, but this makes each tic proprotionaltely stronger based on your % rating and dps [example: 10 tics over 1 second at 100% and power Multiplier=1.10]
    Range Modules: Increases range and power consumption based on what % rating. [example: range=10km and power Multiplier=1.25 at 100%]
    Over-Charge Modules: Adds dps and power cost to the durration while a weapon is charging up in addition to normal ocsts. These multipliers whould be fixed in the configs, but the % rating would effects how long the charge cycle is

    [example: Add 3-times dps and 4.5-times power draw to the time spend in charge-up.]
    Power-Flux Modules: Causes shield outage that lasts a period of time based on the mothership's total shield capacity vs this weapon's damage & effect %. The effect percent decreases power consumption [example: powerMultiplier= 0.5 and

    shield jam is = (5 seconds * weapondamage / sheildcapacity) at 100%]
    Optical Modules: Adds latch-on that lasts an ammount of time based on % rating and causes a power effecency penalty. [example: 5 second latch-on and power Multiplier=1.15 at 100%]
    Targeting Modules: Mitigates Damage Fall-off at max range based and causes a power effecency penalty. [example: reduces falloff to 50% at max range and power Multiplier=1.15 at 100%]
    Gyroscopic Modules: Allows a Gimbal angle based on what % rating and causes a power effecency penalty. [example: 30degress of gimbal and power Multiplier=1.10 at 100%]


    Missiles:
    DPS: 0
    Reload: 30000 ms
    Vel: 300 m/sec
    Radius: 10m
    Time-to-lock: 10/sec
    Targeting: none
    Range: 10 km
    Power Cost: 0
    Turn radius: 3km
    Bomb: false

    BALLENCE NOTES:
    *Power-Flux at 100% will technically eleminate certain other bonuses like lockon and turning, but this should not actually break the functions. It would be up to players to realize things like lockon being useless for unproppelled

    bombs. A simple disclaimer about this is the block description should prevent too many issues with this though.
    *Not everythign has the same power penalty as cannons, but it adds up to about the same factor of 2:1 with all the extras.
    *Contractory turn radius modules handeld by a formulas like: $turnradius = $baseTurnradius + (7 * $overChargePercent) - (2 * gyroscopicPercent); The max OC penalty being much stronger than max gyro bonus is intentional here so that wide

    area nukes never have quite the same tracking potention as lighter anti-fighter missiles.

    Missile Modules: Used as a primary module for cannons.
    Alpha Modules: Increases your Reload based on your % rating [example: increase reload to 45000ms at 100%]
    RoF Modules: Decreases your Reload based on your % rating [example: decrease reload to 1000ms at 100%]
    Velocity Modules: Increases projectile velocity and power consumption based on your % rating [example: vel=900m/sec and power Multiplier=1.25 at 100%]
    Range Modules: Increases range and power consumption based on what % rating. [example: range=20km and power Multiplier=1.25 at 100%]
    Over-Charge Modules: Increases blast radius based on the % rating but decreases turn radius [example: 64m radius and 10km turn radius at 100%]
    Power-Flux Modules: Increases damage based on the % rating but decreases speed [example: about 2x damage and 100m/s at 99%, at 100% this becomes an upropelled bomb and gains the shield bypass ability]
    Optical Modules: Time-to-lock based on % rating and causes a power effecency penalty. [example: Locks on in 2 seconds and power Multiplier = 1.05 at 100%]
    Targeting Modules: Adds lock-on and causes a power effecency penalty. [example: Heat-seaking and power Multiplier = 1.05 at 50%, Lock-on and power Multiplier = 1.10 at 100%]
    Gyroscopic Modules: Improves turn rate of lock on what % rating and causes a power effecency penalty. [example: 1 km turn radius and power Multiplier=1.10 at 100%]
    Why would a power-flux module decrease power consumption for beams and cannons but increase damage and decrease speed for missiles?

    Make power-flux behave the same for all weapons, then the missile damage increase and speed decrease can be moved to the charge module. Missile blast radius should be determined by output size, just like acid damage for cannons (and beams?). I'm not seeing the rationale behind decreasing missile turn radius just because a missile has a wider, but not necessarily stronger, explosion.

    Using the charge-up mechanic for the 'bomb' weapon would be a good way to reduce accidental misfires, and would also make it function more like the other charge weapons.


    The optical module should provide zoom for beams as well. Beam latch-on should be moved to the targeting module in place of damage fall-off mitigation, since increasing beam range has basically the same effect as decreasing damage fall-off as a percent of range.


    There's no way to decrease cannon speed or beam range. Since each of these would only require a single upgrade module, I think it might work to have these quite low for unmodified weapons.

    The rate-of-fire module could also be removed for simplicity. Default weapons would have the maximum rate of fire, and the alpha module would decrease this for more damage. As a bonus this would make rapid-fire AMS turrets easier to build.
     
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