- Joined
- Sep 18, 2014
- Messages
- 621
- Reaction score
- 448
Okay, i got this one on my mind since a couple of time.
I cannot like the fact that weapons got the same dps regardless of their range. This mechanic mean that you just got to take the highest range and then kite your opponent. This strategy could be a way to play, not the best, we got no advantages to build a low range ship while long range ship are much better.
So, simply divide the dps by the max sector range of the current weapons. For example 100% Missile/beam would get their damage divided by 4.8 while 100% beam/cannon get their dps divided by 0.5, meaning it's twice the current dps.
You got rewards for using low range weapons and being less safier than using long range weapons. But you still can be kited by long range ship. The place saved can be used to add more tanky things or thrusts to get closer to your target and long range ships would need to use more space on their weapons and be less tanky than currently.
Though ?
I cannot like the fact that weapons got the same dps regardless of their range. This mechanic mean that you just got to take the highest range and then kite your opponent. This strategy could be a way to play, not the best, we got no advantages to build a low range ship while long range ship are much better.
So, simply divide the dps by the max sector range of the current weapons. For example 100% Missile/beam would get their damage divided by 4.8 while 100% beam/cannon get their dps divided by 0.5, meaning it's twice the current dps.
You got rewards for using low range weapons and being less safier than using long range weapons. But you still can be kited by long range ship. The place saved can be used to add more tanky things or thrusts to get closer to your target and long range ships would need to use more space on their weapons and be less tanky than currently.
Though ?