I'm totally fine with increasing range of weapons based on X axis (basically how long the weapon is), BUT:
- With a MUCH lower scaling than before.
- With a massive drawback. Want to hit further? Fine, but you need more power / have worst rotation speed (or different drawback for missiles. Mmmmh, less missile maneuvrability?).
- With a higher base range for all weapons (to reduce the impact of long weapons). Probably once sectors get bigger by default, not before that.
Let's say sectors get big enough to double all the weapons' ranges. Well, even a 2km long AMC shouldn't have more than 5km range with full beam support. Simply put, the bonus would be small enough to make it very unpractical for turrets (unless you have a OMGWTF turret docking bay). So... Long range front weapons? Perfectly fine with that. I'm not fine with uber-long range turrets.
Just in case you didn't get it for the 5km range: that's the base range (1km) doubled, supposing the sectors get bigger by default (1*2, or 2km), with full beam support (+2, that's 4km), and THEN, the extra range from weapon size (that'd be too much if it had the bonus from beam support as well), here, supposedly 1m per 2 blocks long.
Tho I'd like to see some real siege weapons designed to destroy other capitals or stations, using a pulse slave, which would have drawbacks huge enough to make it almost impossible to hit small entities, but with really long range.
For instance, a beam with a pulse slave would require a few seconds to charge up (with a shiny light on the output block and a distinctive sound), as well as marker, visible by everyone, on the trajectory of said beam, allowing smaller fighters to dodge it. Maybe something similar for AMCs. Finally, missiles with pulse slave would require much more time to lock on targets.
Those are just examples, but that would really force bigger vessels to choose between artillery-role, anti-capital, or heavy anti-fighter defense.