- Joined
- Feb 2, 2015
- Messages
- 15
- Reaction score
- 6
So, I think we've all run into the silliness of superweapons by this point. I think that it's pretty neat building ships that are pretty much just giant cannons with thrusters, but I also feel like it's making ships a little sillier than they could be.
I actually think mega-damage is cool, I just think it's less cool when it's leveraged several times in the course of a fight. If you want to core a ship with one blast, that's awesome, but you should only get one try.
I propose that the reload time of a weapon scales geometrically with the size of the average module group attached to the computer.
a formula like this:
Cooldown = Base Rate / (0.25+ (0.5e)^ (-0.025 * average group size * number of groups) ) * cyclecoefficient
yields a sigmoid curve that incentivizes many groups of smaller weapon systems, and also establishes a functional cap for reload time that can be tuned to desired conflict length.
This would mean that battles would be decided by two things, the effective usage of smaller weapon systems, and the correct and well timed usage of the "main guns"
Instead of the now well-known 2-3 shot slugfest, a battle would like like this:
Combatants fire main weapons to take down shields,
Combatants use secondary weapon systems to finish shields/damage other weapon systems, destroy critical systems,
When the next combatants main gun finishes cooldown, they use it immediately, homefully strinking the core that they've exposed using their secondary weapons.
I actually think mega-damage is cool, I just think it's less cool when it's leveraged several times in the course of a fight. If you want to core a ship with one blast, that's awesome, but you should only get one try.
I propose that the reload time of a weapon scales geometrically with the size of the average module group attached to the computer.
a formula like this:
Cooldown = Base Rate / (0.25+ (0.5e)^ (-0.025 * average group size * number of groups) ) * cyclecoefficient
yields a sigmoid curve that incentivizes many groups of smaller weapon systems, and also establishes a functional cap for reload time that can be tuned to desired conflict length.
This would mean that battles would be decided by two things, the effective usage of smaller weapon systems, and the correct and well timed usage of the "main guns"
Instead of the now well-known 2-3 shot slugfest, a battle would like like this:
Combatants fire main weapons to take down shields,
Combatants use secondary weapon systems to finish shields/damage other weapon systems, destroy critical systems,
When the next combatants main gun finishes cooldown, they use it immediately, homefully strinking the core that they've exposed using their secondary weapons.