NeonSturm
StormMaker
Though I agree on the third paragraph, we should remember that we can't directly see shield regeneration or capacity or even hull thickness either!I believe that basic mechanical differences between weapon types in the new system are great enough to warrant them having their own roles, strengths, and weaknesses without having to rely on giving them specific numerical differences in effectiveness versus shields, armor, or structure.
Making certain weapons ineffective against certain defenses isn't bad in and of itself. In fact, in many games it's required in order to balance multiple offensive and defensive systems together. What I'm trying to point out is that we can modify a weapon's effectiveness against blocks and shields without a specific damage multiplier, instead working with damage delivery methods, rate of fire, and area of effect damage types.
Seeing a weapon in action should automatically clue you in to it's intended purpose and usefulness. Adding in hidden numbers that do magic behind the scenes would throw a slight chink in the system by causing damage representations to not be completely true. "Huh, my giant doom cannon says it does 10,000 damage, but I'm only seeing 3,000 pop up..."
I don't agree with the first two paragraphs.
- In Star-Gate, once the Asgard (a very-high-tech race) encountered Goa'Uld ships with shields resistant to their weapons. These weapons did 'almost zero' damage instead of 'insta-kill Goa'Uld' damage.
It should not that be such an extreme "Luke-Skywalker-Syndrome" in StarMade, but what else stops peoples from just building bigger and bigger al-round ships?
OFC, it could be done via base-stats, but for that thrust needs to be redone.
Small ships need to inherit the bigger ships velocities as offset for their max speed and mass needs to increase with speed to disallow bigger ships to dodge as easily as a fighter.