Just from the title alone I suspect this is going to be a very controversial suggestion. I am a little worried that I’m stirring up something that’s mostly settled here. But I think my suggestion is pretty interesting, so… sorry in advance.
For a long time, it’s bothered me that certain weapons in Starmade are basically creating something from nothing. Missiles are supposed to be physical objects, and yet our weapon systems require nothing but pure energy to fire them. So I propose that weapons are split into two categories: One that requires energy as ammunition, and another that requires physical ammunition. (I'm not sure what else could go into the new second category... mines of some sort maybe?)
The current weapon system is rather nice imo. Mixing and matching different weapon systems and effect computers is an interesting mechanic, and I don’t propose that it’s removed or even changed substantially, save for the substitution of missile-themed weapons for something new. All I propose is that missiles are removed from the system and placed into the new ‘physical ammunition’ category.
This would accomplish a few things. The most important being that small ships would now be able to punch far above their weight. There’s some nuance to this so please bear with me.
Keep in mind that what I’ve written below deals mostly with concepts and vague balance and not so much with exact mechanics. If people like this idea we can develop it in more detail.
TL;DR Missiles are about the same in alpha damage regardless of the size of the ship firing them, but big ships can carry way more of them, so small ships have to make up for that with tactics and numbers.
Requiring ammunition for missile launchers would also introduce a requirement for some logistics into StarMade. I understand if you’re not interested in having to bother with supplying your fleets with ammunition, and I like to think that if my suggestion were implemented, you could just carry on using only energy weapons as before and not be at too great a disadvantage.
But, if games like Factorio and Transport Tycoon have taught us anything, some gamers are very interested in logistics. I’m sure the manufacture and distribution of missiles would be no more difficult for players and AI factions to handle than mining and supplying shipyards with ship components would be with the fleet-faction-civilization sort of stuff the devs supposedly have planned.
I’m not going to dwell on the subject of ammunition logistics any longer though, I’m definitely not the first person to bring it up and I doubt at this point there’s any more I need to say, you get the idea.
In conclusion, I want to be very clear that I think the current system is fine. My suggestion isn’t a solution to a problem, because the problem doesn’t exist. I just want to see missiles go from fine to great, it could potentially make combat a lot more fun and immersive.
For a long time, it’s bothered me that certain weapons in Starmade are basically creating something from nothing. Missiles are supposed to be physical objects, and yet our weapon systems require nothing but pure energy to fire them. So I propose that weapons are split into two categories: One that requires energy as ammunition, and another that requires physical ammunition. (I'm not sure what else could go into the new second category... mines of some sort maybe?)
The current weapon system is rather nice imo. Mixing and matching different weapon systems and effect computers is an interesting mechanic, and I don’t propose that it’s removed or even changed substantially, save for the substitution of missile-themed weapons for something new. All I propose is that missiles are removed from the system and placed into the new ‘physical ammunition’ category.
This would accomplish a few things. The most important being that small ships would now be able to punch far above their weight. There’s some nuance to this so please bear with me.
Keep in mind that what I’ve written below deals mostly with concepts and vague balance and not so much with exact mechanics. If people like this idea we can develop it in more detail.
A key part of my proposal is that missiles do not merely require some ‘generic’ ammunition to fire, but that they require actual missiles, manufactured by the player to their specifications, to be launched. The alpha damage of a missile would no longer be tied to the number of missile launcher blocks installed on your ship, but rather to the potency of the warhead installed on the missile being launched. The missile would have to be stored on the ship before firing, either in regular generic storage or possibly in a new specialized ‘magazine’ or ‘ammo-rack’ storage. Either way, the missile ‘item’ would be pretty ‘bulky’, preventing a small fighter or corvette from being loaded with more than a few before their cargo capacity is reached. The 'missile tube' would now only need to be large enough to 'hold' the missile being fired.
This means that that a small ship would potentially be capable of dishing out immense alpha damage, on par with a capital ship if so equipped. Of course, once its missile complement is exhausted the capital ship would very quickly be dominant again, so mass still matters.
Now the role of the big ship would be changed from having a monopoly on alpha damage to having a monopoly on sustained damage. A battleship might be firing the same missiles as a corvette, but the battleship can carry a lot more missiles, so the corvette will run out long before the battleship and will be forced to retreat if it can, and will be destroyed if it can’t. Another advantage of the battleship is that it can carry not only copious amounts of anti-missile weapons, but energy weapons that can match the alpha damage of a missile, so it can continue to be a potent weapon even after its missile complement has been exhausted. The corvette can carry anti-ship and anti-missile energy weapons as well of course, but they will no doubt be piddling next to the battleships, as is fair.
There are a couple of analogues in real world combat that I like. The first is the ‘Missile Boat’, a comparatively tiny type of warship equipped with standard anti-ship missiles that have the potential to sink modern destroyers and cruisers in hit and run or swarming attacks. The second of course is the carrier-based aircraft with air to surface missiles. The fleet system in StarMade should definitely be improved in ease of use and flexibility to the point where these sorts of tactics are possible to execute, even if my suggestion isn’t implemented in any way shape or form.
This means that that a small ship would potentially be capable of dishing out immense alpha damage, on par with a capital ship if so equipped. Of course, once its missile complement is exhausted the capital ship would very quickly be dominant again, so mass still matters.
Now the role of the big ship would be changed from having a monopoly on alpha damage to having a monopoly on sustained damage. A battleship might be firing the same missiles as a corvette, but the battleship can carry a lot more missiles, so the corvette will run out long before the battleship and will be forced to retreat if it can, and will be destroyed if it can’t. Another advantage of the battleship is that it can carry not only copious amounts of anti-missile weapons, but energy weapons that can match the alpha damage of a missile, so it can continue to be a potent weapon even after its missile complement has been exhausted. The corvette can carry anti-ship and anti-missile energy weapons as well of course, but they will no doubt be piddling next to the battleships, as is fair.
There are a couple of analogues in real world combat that I like. The first is the ‘Missile Boat’, a comparatively tiny type of warship equipped with standard anti-ship missiles that have the potential to sink modern destroyers and cruisers in hit and run or swarming attacks. The second of course is the carrier-based aircraft with air to surface missiles. The fleet system in StarMade should definitely be improved in ease of use and flexibility to the point where these sorts of tactics are possible to execute, even if my suggestion isn’t implemented in any way shape or form.
TL;DR Missiles are about the same in alpha damage regardless of the size of the ship firing them, but big ships can carry way more of them, so small ships have to make up for that with tactics and numbers.
Requiring ammunition for missile launchers would also introduce a requirement for some logistics into StarMade. I understand if you’re not interested in having to bother with supplying your fleets with ammunition, and I like to think that if my suggestion were implemented, you could just carry on using only energy weapons as before and not be at too great a disadvantage.
But, if games like Factorio and Transport Tycoon have taught us anything, some gamers are very interested in logistics. I’m sure the manufacture and distribution of missiles would be no more difficult for players and AI factions to handle than mining and supplying shipyards with ship components would be with the fleet-faction-civilization sort of stuff the devs supposedly have planned.
I’m not going to dwell on the subject of ammunition logistics any longer though, I’m definitely not the first person to bring it up and I doubt at this point there’s any more I need to say, you get the idea.
In conclusion, I want to be very clear that I think the current system is fine. My suggestion isn’t a solution to a problem, because the problem doesn’t exist. I just want to see missiles go from fine to great, it could potentially make combat a lot more fun and immersive.