I've noticed three main issues with the current game. Missiles, especially swarm missiles, are nearly the only weapon that solo players use. Why is this? There are many reasons, but I think the contributing issue to swarm spam is the fact that there's not really any way to dodge or shoot down swarmers effectively. Point Defense is both overpowered and underpowered, as well. Against small numbers of missiles, it's insanely effective, but the huge swarms of missiles of missiles everyone employs make them completely worthless. Hell, they're an active detriment, because they allow weapons to bypass the ion on the main ship. Not to mention the massive amount of lag tons of turrets cause...
So, I'd like to propose a two-part solution to the Point Defense Problem.
First, missiles get an HP pool based on their damage. I think a decent base would be 1/100th of the missile's damage is its HP. For example, a 1 million damage missile would have 10,000 health.
Second, replace the current PD system with a block-based system on the main ship. This system has two parts- the computer, and the modules. The computer, when activated, will destroy any nearby hostile missiles for a certain amount of time/until it runs out of missile HP it can destroy. The amount of missile HP it can destroy is based on the number of modules it has, which would probably be around 5 DPS/block (meaning 2000 modules for a 1mil damage missile).
How about some slaves for this system, as well?
PD/Cannon would have a faster reload but have reduced damage. Uses cannon shells to kill missiles.
PD/Beam would have longer range and more damage but a slow reload. Uses beams to kill missiles.
PD/Missile would have a long reload, but would stay active for a longer time. Uses micro-missiles (tiny missiles with a much weaker glow) to kill missiles.
PD/Pulse would have a short active time and a long reload, but would do large amounts of damage. Uses (larger) cannon shells to kill missiles.
So, I'd like to propose a two-part solution to the Point Defense Problem.
First, missiles get an HP pool based on their damage. I think a decent base would be 1/100th of the missile's damage is its HP. For example, a 1 million damage missile would have 10,000 health.
Second, replace the current PD system with a block-based system on the main ship. This system has two parts- the computer, and the modules. The computer, when activated, will destroy any nearby hostile missiles for a certain amount of time/until it runs out of missile HP it can destroy. The amount of missile HP it can destroy is based on the number of modules it has, which would probably be around 5 DPS/block (meaning 2000 modules for a 1mil damage missile).
How about some slaves for this system, as well?
PD/Cannon would have a faster reload but have reduced damage. Uses cannon shells to kill missiles.
PD/Beam would have longer range and more damage but a slow reload. Uses beams to kill missiles.
PD/Missile would have a long reload, but would stay active for a longer time. Uses micro-missiles (tiny missiles with a much weaker glow) to kill missiles.
PD/Pulse would have a short active time and a long reload, but would do large amounts of damage. Uses (larger) cannon shells to kill missiles.