So a recent thread has got my mind spinning about how to take advantage of the weapon system that we have. The current weapon system allows us a lot of customization options when outfitting our ships but there are a few clear kings that get chosen more often than others.
Some combinations need a reason to choose them over others while some current weapons may need some downsides. We may need to throw out the "All weapon systems equal" in terms of E/D and DPS per module to achieve this. With the current system every weapon combination theoretically will deal identical DPS and consume the same power when compared to any other weapon system of identical size. Every module you add to a weapon system will add 5 DPS and ever point of damage will consume 10 "energy" For example a cannon + cannon with only two modules will fire 10 times a second and deal 1 damage per hit. and consume 10 E per shot. Missile systems are slightly different and list 2x damage due to the way they apply damage and the fact a lot of their damage will be lost to empty space.
Canon Slave: The current obvious king of the hill. These may need decreased range and decreased ability to spread damage out with effects.
Missile Slave: Spread shot, due to the inability to focus targets this system gets a damage buff (perhaps excluding missile + missile, more on that later) (>5DPS Per Module)
Beam Slave: These are already well balanced in my book, their stats are comparable and they have increased range and projectile speeds.
Pulse Slave: Pulse slave is too similar to beam slaves without the increased range and projectile speed. They are able to deal more alpha damage but they have no other benefits. I think this system should allow a weapon to be more power efficient as they have a longest cycle time and should lower the power consumed from the 10E/Damage and consume less power. (<10E/Damage) For example in the current system a million damage "nuke" would consume 5 million energy (due to the 2x damage of missiles). The change would allow this weapon to consume less power, 4.5 million for example (10% less). It now becomes easier to equip nukes or artillery on ships now because you need less capacitors to offset this alpha damage. They should also expand a weapons ability to spread damage such that cannon+cannon+explosive will deal damage in a larger radius.
Cannon:
There is also a general consensus that beams need increased range which would probably need a cannon range buff as well to offset the hit-scan nature of beams. We also need the ability to zoom from cameras and a ballistics computer so where we need to aim but that's for another thread
Some combinations need a reason to choose them over others while some current weapons may need some downsides. We may need to throw out the "All weapon systems equal" in terms of E/D and DPS per module to achieve this. With the current system every weapon combination theoretically will deal identical DPS and consume the same power when compared to any other weapon system of identical size. Every module you add to a weapon system will add 5 DPS and ever point of damage will consume 10 "energy" For example a cannon + cannon with only two modules will fire 10 times a second and deal 1 damage per hit. and consume 10 E per shot. Missile systems are slightly different and list 2x damage due to the way they apply damage and the fact a lot of their damage will be lost to empty space.
Canon Slave: The current obvious king of the hill. These may need decreased range and decreased ability to spread damage out with effects.
Missile Slave: Spread shot, due to the inability to focus targets this system gets a damage buff (perhaps excluding missile + missile, more on that later) (>5DPS Per Module)
Beam Slave: These are already well balanced in my book, their stats are comparable and they have increased range and projectile speeds.
Pulse Slave: Pulse slave is too similar to beam slaves without the increased range and projectile speed. They are able to deal more alpha damage but they have no other benefits. I think this system should allow a weapon to be more power efficient as they have a longest cycle time and should lower the power consumed from the 10E/Damage and consume less power. (<10E/Damage) For example in the current system a million damage "nuke" would consume 5 million energy (due to the 2x damage of missiles). The change would allow this weapon to consume less power, 4.5 million for example (10% less). It now becomes easier to equip nukes or artillery on ships now because you need less capacitors to offset this alpha damage. They should also expand a weapons ability to spread damage such that cannon+cannon+explosive will deal damage in a larger radius.
Cannon:
Long range, penetration, decent projectile speed
+ Cannon:Rapid fire at the expense of range and penetration
+ Missile:Spread shot, deals additional damage.
+ Beam:Increased range, damage, penetration, and projectile speed at the cost of reload speed.
+ Pulse:Increased damage, increased penetration/explosive effects, decreased power consumption.
Beam:
Shorter range, spreads damage, hit-scan
+ Cannon:Constant output
+ Missile:Spread shot, deals additional damage.
+ Beam:Increased range, damage, reload
+ Pulse:Increased damage, increased penetration/explosive effects, decreased power consumption.
Missile:
Long range, capable of being intercepted.
+ Cannon:Rapid fire and faster projectiles.
+ Missile:Heat Seeking, spread shot.
+ Beam:Tracking, increased range, damage, penetration, and projectile speed at the cost of reload speed.
+ Pulse:Slower projectile, greatly increased damage, radius, reload time, and decreased power consumption.
Personally I think a few other changes should be done to missiles. I feel an additional flare system should be implemented to help counter heat seekers. Better AMS AI so they are not as easy to become distracted by missiles that are not a threat. Better turret mechanics so turrets won't focus on missiles they can't even see and hit. I also think that because they can be intercepted they generally should get a damage boost. Potentially your weapon system could be dealing zero DPS when fighting a ship with proper AMS.
There is also a general consensus that beams need increased range which would probably need a cannon range buff as well to offset the hit-scan nature of beams. We also need the ability to zoom from cameras and a ballistics computer so where we need to aim but that's for another thread
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