A few thoughts on advanced weapon design.
First off this about the ability to design weapons being advanced, not about ever more powerful weapons.
My ideas deal with direct fire weapons, so I will not be going into projectile/mine weapons.
The general idea is that instead of purchasing the final weapon from a vendor, you would instead start out with a weapon type (Beam/Cannon), and then select the options that you want. With the options changing the final price, of course... For example, one increase in the weapon would raise the cost half-way to the next levels cost...(or maybe use the Quality scale?).
Soooo here we go.
Some things to keep:
1: All weapons of a given level/quality should be equally useful.
2: I, personally, enjoy the different 'flavors' of weapons granted by the different energy types (Phaser, Disruptor...).
3: Beams vs Cannons. This seems to be so embedded into the game system that it would be way to hard to do away with. (Not that the rest of this would be that easy...)
The Scale: KISS (You know what I mean...)
Better = Costs more
Normal = Costs normal
Worse = Costs less
Multiple variables would mean that you could have both increases and decreases in cost, so keep that in mind.
Now the things to change/add:
A: Variable firing arcs.
B: Variable energy drain.
C: Variable Range.
Variable recycle.
More details...
A: The variable firing arcs of the different weapons already in the game are the basis for this. Note that Arrays could not increase the arc, nor could the DC & DHC decrease the arc. (Maybe allow for double change on these?)
B: All weapons have an energy drain. This variable would allow for weapon energy drain to be either higher or lower than normal.
C: I don't know about the rest of you, but I have always found the 'All weapons have the same range' rule very unrealistic. I know about the potential for abuse of differing ranges. And the game mechanics of leveling the playing field, but... How about allowing for some variation here as an experiment? Have the 10K range as a base, but allow for a 7K and 12K options? It's not that much of a difference, but it does allow for variation. (And 'sniper' cruisers would be sitting ducks for a fast strike...)
And yes, this option is probably the one that would be the hardest to implement and the easiest to abuse. And therefore the easiest for me to give up.
Recycle rates for the weapon could be higher or lower, allowing the weapon to fire more or less often.
Now for a couple of examples:
Beam; Array, standard arc, standard drain, standard range, standard recycle. Standard cost. (No changes to cost)
Beam; Array, narrow arc, low drain, short range, fast recycle. Cost goes up by one step. (2 lower variables + 3 higher variables = cost goes up one step higher)
The entire idea is that the player would have the ability to custom build the weapons that fit thier play style. Rather than having the same six weapons (Array, Dual Bank, Cannon, Dual Cannon, Dual Heavy Cannon, Turret) it would really make the weapons more unique.
Some after thoughts:
Some weapons could become really 'scenario specific'. (A short range fast recycle DHC would be nice, but not if the enemy has a way to keep you at bay...)
Let me know what you think about this idea, please.
Comments
God, lvl 60 CW. 17k.