Currently turrets are tied to the essentially hardcapped system module slots. I can understand that decision but in a truly sandbox game this is rather restrictive for ship design. Virtually all other ship design elements can be controlled and scaled up as you increase ship size. Assembly, cloning, fighter cap, torpedo cap, academy, shields, power, all these scale directly with the ship and can be controlled with great granularity in the ship design.
Turrets do not scale endlessly no matter how you build the ship.
Here is my suggestion.
1) Require turrets to be mounted to turret bases.
2) Require more base volume not just face size for larger turrets.
3) Tie turret base volume to a ship power/processing power cost reflecting power feeds, capacitors, ammo feeds etc.
4) Make the costs for the turret bases scale so the more total volume of turret bases you have the greater the overall cost becomes in an exponential or logarithmic fashion. Possibly with an inverse power cost versus processing cost for larger vs smaller turret bases allowing the player to tinker with how they chose to arm ships as they get larger and larger.
Perhaps turret bases could even reduce the overall processing power of a ship thus forcing players to make important choices between more guns or more module slots for upgrades, thus keeping that element of current gameplay intact.
In this fashion you could build an over-gunned small ship or the Executor Class Super Star Destroyer with its hundreds of turbolaser batteries, it would all be a matter of building your ship to handle the requirements to power/feed the gun turrets. And when you get down to it one of the greatest glories of Avorion is ship design.
Suggestion
Crymson
Currently turrets are tied to the essentially hardcapped system module slots. I can understand that decision but in a truly sandbox game this is rather restrictive for ship design. Virtually all other ship design elements can be controlled and scaled up as you increase ship size. Assembly, cloning, fighter cap, torpedo cap, academy, shields, power, all these scale directly with the ship and can be controlled with great granularity in the ship design.
Turrets do not scale endlessly no matter how you build the ship.
Here is my suggestion.
1) Require turrets to be mounted to turret bases.
2) Require more base volume not just face size for larger turrets.
3) Tie turret base volume to a ship power/processing power cost reflecting power feeds, capacitors, ammo feeds etc.
4) Make the costs for the turret bases scale so the more total volume of turret bases you have the greater the overall cost becomes in an exponential or logarithmic fashion. Possibly with an inverse power cost versus processing cost for larger vs smaller turret bases allowing the player to tinker with how they chose to arm ships as they get larger and larger.
Perhaps turret bases could even reduce the overall processing power of a ship thus forcing players to make important choices between more guns or more module slots for upgrades, thus keeping that element of current gameplay intact.
In this fashion you could build an over-gunned small ship or the Executor Class Super Star Destroyer with its hundreds of turbolaser batteries, it would all be a matter of building your ship to handle the requirements to power/feed the gun turrets. And when you get down to it one of the greatest glories of Avorion is ship design.
Link to comment
Share on other sites
2 answers to this suggestion
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now