I've seen a couple similar posts, but nothing which is substantially the same as what I had in mind.
I love how ship weaponry is implemented in this game, how groupings affect their strength and individual weapons can be fine-tuned for specific appliances. But I don't think they really take advantage of how weapons can be built block by block.
As of now, both antimatter cannons and missiles both get stronger the more blocks of their kind are in a single grouping. This also means, unluckily, that a large and bulky multi-stack cannon fires faster than linear cannons found on fighters, and the same goes for missiles. Who ever heard of a 180mm cannon firing faster than a 30mm minigun?
To solve this, I thought it might be better if the characteristics of the cannon in question were altered by the shape and size of it, much akin to the pulse weapons. For ease of understanding, I will organize this in terms of weapon statistics.
Antimatter Cannons:
To Be Implemented:
Missiles:
To Be Implemented:
Pulse Weapons:
As pulse weapons are new to the game, they should be allowed more time to be developed before being pelted with suggestions.
Thanks for your time in reading this, and I welcome any criticism/discussion/comment on my ideas.
If you didn't bother reading this. TL;DR: Big giant cannons shouldn't fire faster than small fighter guns.
I love how ship weaponry is implemented in this game, how groupings affect their strength and individual weapons can be fine-tuned for specific appliances. But I don't think they really take advantage of how weapons can be built block by block.
As of now, both antimatter cannons and missiles both get stronger the more blocks of their kind are in a single grouping. This also means, unluckily, that a large and bulky multi-stack cannon fires faster than linear cannons found on fighters, and the same goes for missiles. Who ever heard of a 180mm cannon firing faster than a 30mm minigun?
To solve this, I thought it might be better if the characteristics of the cannon in question were altered by the shape and size of it, much akin to the pulse weapons. For ease of understanding, I will organize this in terms of weapon statistics.
Antimatter Cannons:
- Damage: This should be affected by number of connected stacks and number of blocks per stack. Each block added to a stack should increase the damage incrementally, while adding an entire new stack right next to the existing one will increase the damage exponentially.Of course there are disadvantages to this, mentioned in the below stats.
- Range: Range should be determind by the length of the cannon, unaffected by how many stacks are connected. In addition to this, any cannon under the ratio of 3:1:1 in terms of length-to-width-to-height should have ridiculously low range.
- Reload: Now the twist. The longer the cannon, the longer the reload incrementally. The more stacks a single cannon has, the longer the reload exponentially. In this way, our turrets and fighters will actually preform like turrets and fighters armed with advanced antimatter weaponry instead of antimatter flintlock pistols. This will also limit super long single-stack cannons to a more of a support/sniper role, and gigantic multi-stack cannons to an anti-capitol ship or anti-station role.
- Speed: The speed of the fired projectile should increase with length, but decrease exponentially with each stack added. In this fasion, sniper-cannons will be easier to hit long range targets with, dogfights between fighters will require more skill, and capitol ship battles will require more predicting of enemy movement and will be less point-and-click.
To Be Implemented:
- Penetration: Another concept of weaponry which could be implemented to the game is projectile penetration. What's the point of a 500 block single-stack sniper-cannon if it only destroys a single block per shot? Starting from around 10 blocks in length, the number of bullets the round passes and applies damage to should increase exponentially for evey additional 10 blocks in length. In addition to this, the damage of the round should deteriorate for each block it has to pass, until its penetration limit is reach. This can be determined by the defense of the blocks it hits, which will take a percentage of damage depending on the defense from the base damage of the projectile.
- Radius: This has been implemented to missiles for obvious reasons, but antimatter cannons also deserve the luxury of hitting multiple targets. In terms of antimatter cannons, radius should only be affected by the number of stacks per cannon, so that a single-stack cannon will only hit a single block, but a 3x3 stack cannon will hit and apply damage to a sphere of 1.5 radius.
Missiles:
- Damage: The damage figure of missiles will be the same with antimatter cannons, but on a different scale as a thermobaric blast and fragmentation would probably do less damage than the impact from concentrated antimatter.
- Range: Similar to Antimatter Cannons, except that the distance will be measured in tens instead of ones.
- Reload: Similar to Antimatter cannons, but on a different scale as missiles would probably take more time to reload than an energy weapon.
- Speed: Once again similar to Antimatter cannon, but on a different scale.
- Radius: Similar to the damage scale proposed in this post, the radius of missiles should increase incrementally with length, and exponentially with each stack added.
To Be Implemented:
- Lock Speed: It seems strange that both a giant planet-buster and an anti-fighter missile should have the same locking time. To fix this, the time required to lock onto a target should increase incrementally with length, and exponentially with each stack added. In this fasion, a large, doomsday missile will take a couple minutes to lock on, allowing the opponent time to destroy it before such a weapon is fired.
- Turn Angle: It also seemed strange that a large and bulky missile should be as agile as a sparrow. In a sparrow-spacesuit. With jetpacks. Similarly to Lock Speed, the smaller and shorter the missile, the more agile it should be. In this way, fighters equipped with short, single-stack missile launchers will be more equipt to take on targets in close proximity and in dogfights, whilst support ships equipped with longer missiles, which travel faster but turn slower, can shoot down ships from afar.
Pulse Weapons:
As pulse weapons are new to the game, they should be allowed more time to be developed before being pelted with suggestions.
Thanks for your time in reading this, and I welcome any criticism/discussion/comment on my ideas.
If you didn't bother reading this. TL;DR: Big giant cannons shouldn't fire faster than small fighter guns.