I recently thought up a system to have ship-based melee weapons that is fairly balanced in the current state-of-game. The basic concept is to create a ship mounted ramming / contact melee weapon for ships, that aren't disintigrator modules (which explode on contact).
Energy Melee
Using the working title of Energy Melee, it has similar requirements to the current weapons systems - a weapon computer and weapon modules. Unlike most weapon modules - which are all cubes - the Energy Melee weapon modules come in the full range of shapes available to hull. Also unlike most weapon modules, the Energy Melee weapon modules are placed on the exterior of the ship, as they require direct contact to deal damage to an enemy.
How it works
Energy Melee have two modes, on and off. While on, it deals block damage relative to the speed of the ship it's on. It delas damage to every point of contact. At the max speed (relative to server speeds, unless someone can think of something better), this will destroy systems/decorative/hull blocks outright, deal some damage to armour blocks, and does no damage whatsoever to advanced armour blocks (and their equivilants). This reflects the fact that melee weapons can be used without being powered, but are not as effective (read effective = op) as they could be. When a melee weapon is turned on, it drains energy per second. The energy drained is at an exponential rate for every weapon module linked to the weapon computer (preventing people from covering their ships in melee modules and leaving them turned on). When turned on, Energy Melee deal the ram damage plus damage per second to blocks in proximity (by default ~1m). Any damage while turned on can damage advanced armour (fine tuned balancing is required). This damaging aura is represented by a glowing energy field (eg, shiny particle effects) around the weapon modules while turned on only. The particle effects also linger for a time, effectively leaving a glowing trail to help identify ships using a turned on Energy Melee.
Extra information
Like other weapons systems, Energy Melee could use secondary and effect systems, as well as coloured lights to change the colour of the particle effects.
Energy Melee modules would weigh as much as advanced armour and have high damage resistance values, but would count as system hp. This makes them durable in combat, but not so op as to be needed on every ship.
Energy Melee
Using the working title of Energy Melee, it has similar requirements to the current weapons systems - a weapon computer and weapon modules. Unlike most weapon modules - which are all cubes - the Energy Melee weapon modules come in the full range of shapes available to hull. Also unlike most weapon modules, the Energy Melee weapon modules are placed on the exterior of the ship, as they require direct contact to deal damage to an enemy.
How it works
Energy Melee have two modes, on and off. While on, it deals block damage relative to the speed of the ship it's on. It delas damage to every point of contact. At the max speed (relative to server speeds, unless someone can think of something better), this will destroy systems/decorative/hull blocks outright, deal some damage to armour blocks, and does no damage whatsoever to advanced armour blocks (and their equivilants). This reflects the fact that melee weapons can be used without being powered, but are not as effective (read effective = op) as they could be. When a melee weapon is turned on, it drains energy per second. The energy drained is at an exponential rate for every weapon module linked to the weapon computer (preventing people from covering their ships in melee modules and leaving them turned on). When turned on, Energy Melee deal the ram damage plus damage per second to blocks in proximity (by default ~1m). Any damage while turned on can damage advanced armour (fine tuned balancing is required). This damaging aura is represented by a glowing energy field (eg, shiny particle effects) around the weapon modules while turned on only. The particle effects also linger for a time, effectively leaving a glowing trail to help identify ships using a turned on Energy Melee.
Extra information
Like other weapons systems, Energy Melee could use secondary and effect systems, as well as coloured lights to change the colour of the particle effects.
Energy Melee modules would weigh as much as advanced armour and have high damage resistance values, but would count as system hp. This makes them durable in combat, but not so op as to be needed on every ship.