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Reconciling "Canon" ship weapon banks, with "game" ship weapon banks

avnas#3702 avnas Member Posts: 51 Arc User
To take an example, the Intrepid class in canon has 13 phaser banks, but also dedicated torpedo tubes that presumably can't be removed, but ingame to take a canon armament with torps and phasers, i'd only have 4 phaser banks, if i only take phasers it's just less than 50%.

i understand that for balancing purposes, it's not practical to give a ship like the scimitar it's canon 50+ weapon banks, so how could this be represented in the game?

well, to start with torp tubes, recently many escorts were upgraded with dedicated slots for experimental weapons. i think that ships which in canon have torp tubes should also be upgraded with separate tubes, T5-U and beyond. going back to my intrepid example, it would have one slot for fore and aft torps, since the game currently represents about 50% of it's weapons, 2 is plenty.

for representing canon amounts of energy weapons, it would be a nice change to simply add as many hardpoints to fire from as the ship has, but then distributing the same damage between more hits, allowing for more critical chance on smaller hits and more procs, for larger starships. (not more weapons attached to the ship, though.)

this would distinguish ships like the enterprise J because they have a lot of weapon hardpoints in canon, so while each individual shot would be greatly reduced in damage, there would be a lot more of them.

Comments

  • angrytargangrytarg Member Posts: 11,001 Arc User
    The ships already have a lot of weapon hard points. The weapons you slot aren't the total of weapons you fit on your ships, just the types you use to deal damage. Your ship will physically use all hard points it has when you change facings etc.

    You just have to look at your inventory screen as a abstraction of your "real" ship. When you don't slot torpedoes it doesn't mean you remove your torpedo launchers from the ship, just that you don't use them in combat, for example.​​
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