So, taking a brief break from my titan project to build some smaller ships, and while arming them I got to seriously thinking "What weapons should a titan actually have?"
Now, I'm considering the main defensive and offensive capabilities of a titan to be the realm of turrets. Lock-on torpedoes, beams, cannons, whole nine yards are present all over the thing in turret form, but I still want some actual ship mounted "fixed" weapons to give me something to play with instead of "Just sit there while the game plays itself".
First consideration is that this thing is going to turn like a beached whale, so smaller ships aren't going to be a target for these weapons. They're going to have to be for VLSs (Very Large Ships, like other titans or near-titans) and/or stations.
So, my first thoughts are:
1) Secondary Effect Weapons
Power/Shield drain beams, stop beams, etc. Things that don't necessarily destroy anything, but allow me to severely weaken a target so that the turrets can take them out. These types of weapons really need to be quite large to be most effective, which mostly rules out turrets. Going nose to nose with another titan, the ability to do millions of shield damage a second would likely be quite beneficial, and since its titan on titan action, they're not going to be able to turn/outrun my turning fast enough to prevent me from keeping a bead on them.
2) Insanely Powerful, Insanely Slow Weapons
Namely Missile/Pulse, but also things like Beam/Pulse. Weapons that wouldn't do jack against smaller targets (like pulse missiles being too slow to hit anything), but that do well against stationary targets. I'd also imagine a 100% Missile/Pulse/Ion torpedo would do absolutely terrible things to any shield system, but then I'd have to worry about their point defense (assuming it isn't being overwhelmed by my own torpedo turrets) stopping them. A pulse missile is going to be easy pickings for PDTs, after all.
3) Spammers
Just put in something huge and destructive that I can spam to feel like I'm doing something. Big explosive cannons, beams that will slice things in half, etc, and just hope something is stupid enough to fly in front of my ship so I can shoot at it for something to do.
4) Broadsides
Like spammers, only have them on the sides of the ship with extra cameras so that I can hop around to each side of the ship and start firing spammer arrays wherever there is a target. Would require many times more arrays and would be harder for one person to operate, but would allow for human controlled weapons fire no matter where the enemy might be.
5) Forget it, read a book
Acknowledge that human controlled weapons aren't viable on titans and just read a book during combat and let the turrets do the work.
Any advice from the experienced titan builders?
Now, I'm considering the main defensive and offensive capabilities of a titan to be the realm of turrets. Lock-on torpedoes, beams, cannons, whole nine yards are present all over the thing in turret form, but I still want some actual ship mounted "fixed" weapons to give me something to play with instead of "Just sit there while the game plays itself".
First consideration is that this thing is going to turn like a beached whale, so smaller ships aren't going to be a target for these weapons. They're going to have to be for VLSs (Very Large Ships, like other titans or near-titans) and/or stations.
So, my first thoughts are:
1) Secondary Effect Weapons
Power/Shield drain beams, stop beams, etc. Things that don't necessarily destroy anything, but allow me to severely weaken a target so that the turrets can take them out. These types of weapons really need to be quite large to be most effective, which mostly rules out turrets. Going nose to nose with another titan, the ability to do millions of shield damage a second would likely be quite beneficial, and since its titan on titan action, they're not going to be able to turn/outrun my turning fast enough to prevent me from keeping a bead on them.
2) Insanely Powerful, Insanely Slow Weapons
Namely Missile/Pulse, but also things like Beam/Pulse. Weapons that wouldn't do jack against smaller targets (like pulse missiles being too slow to hit anything), but that do well against stationary targets. I'd also imagine a 100% Missile/Pulse/Ion torpedo would do absolutely terrible things to any shield system, but then I'd have to worry about their point defense (assuming it isn't being overwhelmed by my own torpedo turrets) stopping them. A pulse missile is going to be easy pickings for PDTs, after all.
3) Spammers
Just put in something huge and destructive that I can spam to feel like I'm doing something. Big explosive cannons, beams that will slice things in half, etc, and just hope something is stupid enough to fly in front of my ship so I can shoot at it for something to do.
4) Broadsides
Like spammers, only have them on the sides of the ship with extra cameras so that I can hop around to each side of the ship and start firing spammer arrays wherever there is a target. Would require many times more arrays and would be harder for one person to operate, but would allow for human controlled weapons fire no matter where the enemy might be.
5) Forget it, read a book
Acknowledge that human controlled weapons aren't viable on titans and just read a book during combat and let the turrets do the work.
Any advice from the experienced titan builders?