Projectile Weapons & Energy Weapons Reference Topic: http://www.matrixgames.com/forums/tm.asp?m=2457473&mpage=6&key= An ammunition Collier / supply ship is nothing more than a refeuling point essentially. If the computer understands refueling it could easily be made to understand reloading. (with a higher safety margin probably) Aurora is the only "game" / "VB-spreadsheet" that has this functionality as far as I know but it would be great to see in DW as well. This could for example show the distinct difference between ammunition based and energy based weapons (if introduced) -Ammunition based weaponry relies on supply delivery of ammo. (collier ships) -Energy based weaponry rely on fuel / energy and thus delivery of fuel. (refueling / tanker ships) It would add strategy as well as racial / tech path distinction to the Universe. Do you focus on ammunition or energy based weaponry? Distinctions could be: - - - - - - - - -Ammuntion - - - - - - - Energy Fire-Rate + (-) - (+) :Rate of Fire is usually an ammunition based advantage; some weapon forms differ. (pules, rail gun etc..) req-ammo + - :Ammo requirement to fight req-fuel - + :Energy / fuel requirement to fight Range - (+) + (-) :Range is usually an energy based advantage; though some weapons differ. (rail gun +, pulse laser (-)) Speed - + :Projectile / Beam Speed is (? usually?) an Energy based advantage. Damage + (-) - (+) :Overal Damage per second is usually a projectile based advantage. Some weapons differ. (rail gun +, pulse laser (-)) Accuracy - (+) + (-) :Accuracy over vast distances is an Energy based advantage. Some weapons differ. (Missiles, guided ammunition +, pulse laser (-)) How would the AI handle this? Well there would be several weapon types & strategies that the AI would have to incorporate in its ship design and strategic / tactical decisions. - An energy based combat vessel is by default (long) ranged and thus prefers to keep its distance. - A Projectile based combat vessel is by default medium ranged and prefers to close in because close distances vastly increase accuracy when using Projectile based weapons. - Guided Projectiles negate accuracy & range malus on guns. - Energy based warfare is fuel / power intensive. Fuel for maneuvering & fighting is limited. Refueling ships a nessesity. (tankers?) - Projectile based warfare is ammunition intensive. Ammunition must be supplied - Projectile storage is more efficient that fuel storage for weapons consumption. Thus this would allow us to conclude: Energy based weaponry is more Expensive but (usually) confers a range and accuracy advantage. Projectile based weaponry is cheap but (usually) confers a Rate of Fire and damage advantage. Which also implies that if Fighters are introduced: - Energy based bombers are very effective if they can keep range. - Projectile based fighters / interceptors are very effecive because they have RoF & damage. (need to get close though) - Energy based point defense is not as effective as projectile based point defense versus many fighters / swarms of missiles. (Rate of Fire & medium range VS slow, accurate & high range) I'd love to see the combat system deepened somehow. Just giving an idea!
< Message edited by Bartje -- 5/14/2010 4:30:49 PM >
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