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Highter range and damage mod?


DDZiroWan

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Right now i feel like battles take too much time.

And it feels wrong that in such an advanced era weapons can be used only at such low ranges.

 

The solution for these problems would be highter ranges and damage. Both should be 10 times highter (even for torpedos) and accuracy should scale with range.

  • PDCs should start targeting torpedos only when at 150% of their range.
  • Perhaps torpedos should be a bit faster.
  • AI ships should have more engines (so they should become faster), and will try to dodge incoming projectiles when far enough.
  • Railgun projectile velocity shouldn'tt be instantaneous, but still really hard to dodge at 100km.
  • Damage of lasers should depend on range, being 50% at max range and 150% at 0 range. Reflector blocks should reduce laser damage by 70%. Perhaps reflectors should output a strong light where it's hit so the enemy has a way to know that his lasers are not very effective.

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Yup, some of those changes will need to wait for future unobfuscation/externalization.

 

Balance wise, multiplying all ranges and damages by 10 would make torpedoes a "ineffective or overkill" weapon (all PDC-less ships, even escorted, will die) and multiply by 100 the strategic value of Independent Targeting turrets, which'd be able to shred 30 km one-or-two-pixels-wide ships ???.

It'll also turn all fights into (heavily NPC-favored) pure initiative and DPS races unless someone has a ship 100 times as strong as the rest of the ships combined (so it'd survive being fired at 8)).

 

Damage of lasers should depend on range' date=' being 50% at max range and 150% at 0 range. Reflector blocks should reduce laser damage by 70%. Perhaps reflectors should output a strong light where it's hit so the enemy has a way to know that his lasers are not very effective.[/quote']

Oh my, reflectors do not work :o ? (I never tried 'em, though my plans for a Trinium Flak Corvette include them.)

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