![]() ![]() Man I agree, don't make it about ability to purchase things, This is why I can not fathom people who think missiles should be functionally 1 button kill switches for people who have the money. Instead of being nearly useless for half the fight, they can still put out a normal amount of damage. A turret operator, however, might have only laser repeaters equipped. Their reward is higher overall damage from ballistics. For example, larger ships that stay closer to home have both room for ammo and the the ability to reload and refit without too much trouble. Energy weapons are simpler to use but can still be effective in combat. In a better tuned scenario, ballistics cost more (not only in terms of money but also by reducing the amount of time that a ship can fight) but do more damage. Instead of requiring both types of weapons, ballistics should be treated as a bonus for ships and fleets that can afford to take them energy weapons should be the standard - the assumed loadout for any given situation that works well enough in any situation. Explorers/long-distance ships won't be able to carry enough ammo to sustain themselves.Turrets don't have enough hardpoints for multiple weapon types.Small ships don't have enough hardpoints for multiple weapon types.This philosophy ignores the realities of the game: This model is flawed because it necessitates mixed loadouts - to down a ship, a player must have a mix of weapons to down shields and others to finish the armor. For example, a SH now mitigates 60% of energy damage against its hull. I often see the proposal that "energy weapons should be for shields, ballistics for armor", and this was effectively implemented in 3.0. It comes down to energy weapons v ballistic weapons. Unfortunately, these values are problematic. In 3.0, CIG has finally given ship armor value for most ships. Armor has been in SC since 1.0, but only a handful of ships had values filled out. ![]()
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