Reference : http://star-made.org/content/new-years-news
ASSUMPTION
I am assuming that beams will act as they do now. A constant beam of damage with 100% accuracy and instant travel. No reloads or travel times.
I am also assuming that beams will have the same (or similiar) DPS as AMC cannons, but like current mechanics this damage is delivered in 'ticks' which will have lower damage than an individual AMC shot.
I am assuming that range, 'ticks', and damage are all related on the number of connected beam blocks and scale simliarly to what cannons currently do.
I am assuming that beams have the same energy drain as AMC's do and do not recieve any bonuses against Hull or Shields.
PROBLEM
1. One thing I've been worried about the coming weapons update is that beam weapons will completely replace cannons. On paper an instant travel beam is a straight upgrade over Cannons where you have to predict and time a projectile. Even if the DPS of Beams is lower than Cannons, Cannons will still lose DPS due to dodged or missed shots. While Beams will only lose DPS if you can't put your curser on the enemy, and in this situation Cannons would be no better.
2. A Beam turret would be completely undodgeable, as turrets have 100% accuracy and beams are instant travel. Meaning that Beams will be superior on turrets as well.
3. Beams should be more than just a instant travel cannon +/- a few stats, and instead a unique weapon that stands apart from cannons and has it's own niche.
This in mind I have been thinking about some ways where one could balance beams making them a unique and independant weapon that does not completely surpass Cannons.
SOLUTION
Make beams function similiar to pulsars, where dimensions not block count affect the stats of the beams.
Z = Length = Damage of the beam
Y = Height = Distance of Beam
X = Width = Faster Damage Tick
Like Pulsars, the dimensions should have a profound effect on their respective stats. A 5 block long beam should do much more damage than a 5 block long AMC cannon. However, AMC cannons have a much longer range than the Beam block.
A beam that's 10 long x 10 wide x 10 high should have more DPS (and possibly range) than 30 blocks of cannon.
But an array made up of several 30 block cannons will have more DPS than the single beam.
EFFECTS
[new]* Beams will be affected more by slave systems than AMC's. The less Master blocks you have, the greater the bonus provided by Slave blocks. This means that beams can be adjusted to even greater degrees with less slave blocks as they would have less blocks overall than an AMC cannon would have of the same caliber.
[new]* Small Beam Turrets are still useful for ships that get to close. Large beam turrets are great for taking farther away ships (might still be an issue due to undodgeable 100% accuracy turrets) at the cost of raw DPS provided by an array.
* Beams will not function as well as shotguns, as a single length of beam will have very short range and very long damage tick.
* Beams will have much more variety than AMC's where two ships with equal amounts of beam blocks may have differant ranges or damage. EX, long range weak damage vs short range big damage.
* Beams would be more deadly block for block, but would take up more raw space than an array of Cannons meaning both have a place in combat or even on the same ship.
PERSISTANT PROBLEMS
* Large beam turrets are still unavoidable at crazy long ranges. Even though this is slightly subsided by requiring the turret to be built as tall as a skyscraper and dealing lower damage than an array of AMC's taking up the same space. An undodgeable 100% accuracy turret is still an issue.
-=-=-=-=-
Just my thoughts, if anyone has any other ideas feel free to add them!
*Note, I'd rather not have this system affect non-combat beams (ex salvage beams). Salvage beams in particular need to be in an array to gather any decent area of salvage in a decent amount of time.
ASSUMPTION
I am assuming that beams will act as they do now. A constant beam of damage with 100% accuracy and instant travel. No reloads or travel times.
I am also assuming that beams will have the same (or similiar) DPS as AMC cannons, but like current mechanics this damage is delivered in 'ticks' which will have lower damage than an individual AMC shot.
I am assuming that range, 'ticks', and damage are all related on the number of connected beam blocks and scale simliarly to what cannons currently do.
I am assuming that beams have the same energy drain as AMC's do and do not recieve any bonuses against Hull or Shields.
PROBLEM
1. One thing I've been worried about the coming weapons update is that beam weapons will completely replace cannons. On paper an instant travel beam is a straight upgrade over Cannons where you have to predict and time a projectile. Even if the DPS of Beams is lower than Cannons, Cannons will still lose DPS due to dodged or missed shots. While Beams will only lose DPS if you can't put your curser on the enemy, and in this situation Cannons would be no better.
2. A Beam turret would be completely undodgeable, as turrets have 100% accuracy and beams are instant travel. Meaning that Beams will be superior on turrets as well.
3. Beams should be more than just a instant travel cannon +/- a few stats, and instead a unique weapon that stands apart from cannons and has it's own niche.
This in mind I have been thinking about some ways where one could balance beams making them a unique and independant weapon that does not completely surpass Cannons.
SOLUTION
Make beams function similiar to pulsars, where dimensions not block count affect the stats of the beams.
Z = Length = Damage of the beam
Y = Height = Distance of Beam
X = Width = Faster Damage Tick
Like Pulsars, the dimensions should have a profound effect on their respective stats. A 5 block long beam should do much more damage than a 5 block long AMC cannon. However, AMC cannons have a much longer range than the Beam block.
A beam that's 10 long x 10 wide x 10 high should have more DPS (and possibly range) than 30 blocks of cannon.
But an array made up of several 30 block cannons will have more DPS than the single beam.
EFFECTS
[new]* Beams will be affected more by slave systems than AMC's. The less Master blocks you have, the greater the bonus provided by Slave blocks. This means that beams can be adjusted to even greater degrees with less slave blocks as they would have less blocks overall than an AMC cannon would have of the same caliber.
[new]* Small Beam Turrets are still useful for ships that get to close. Large beam turrets are great for taking farther away ships (might still be an issue due to undodgeable 100% accuracy turrets) at the cost of raw DPS provided by an array.
* Beams will not function as well as shotguns, as a single length of beam will have very short range and very long damage tick.
* Beams will have much more variety than AMC's where two ships with equal amounts of beam blocks may have differant ranges or damage. EX, long range weak damage vs short range big damage.
* Beams would be more deadly block for block, but would take up more raw space than an array of Cannons meaning both have a place in combat or even on the same ship.
PERSISTANT PROBLEMS
* Large beam turrets are still unavoidable at crazy long ranges. Even though this is slightly subsided by requiring the turret to be built as tall as a skyscraper and dealing lower damage than an array of AMC's taking up the same space. An undodgeable 100% accuracy turret is still an issue.
-=-=-=-=-
Just my thoughts, if anyone has any other ideas feel free to add them!
*Note, I'd rather not have this system affect non-combat beams (ex salvage beams). Salvage beams in particular need to be in an array to gather any decent area of salvage in a decent amount of time.