Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The only issue I see with this is that it doesn't take into account running other things that have power, and we don't really have shielding. If we did, it would make sense. More daca for less protections and such, but in this game it doesn't really work that way. You would either end up with the same situation we're in right now with the limitations, or people would find a way to put a massive genny on a CV with like 5 Arty turrets and then just SLAUGHTER ♥♥♥♥ from a distance.
You would get something like 100 points to spend, each stationary weapon and turret would be worth a different number of points.
There are a few tricks to it, take a look at my Forestry Service HV to see one way to get a well balanced HV. The trick is in the roughly triangular shape pointing forwards, though I've added extra hover engines to make a sort of blocky wedge, and lots of booster pads for "jumping" capability which can be ignored. This thing handles like a dream, and can climb ANY mountain, but still takes a bit of skill to keep it under control (nothing like the difficulty of doing so when HV 2.0 first came out). I miss the original HV engines but this gets me around decently enough that the inability to put defense turrets on a SV is not a problem.
P.S.: You don't need the "floating magnets" effect to make HV engines work, I just thought they looked cool that way.
https://steamcommunity.com/sharedfiles/filedetails/?id=887914238
For those too lazy to check his profile.
Guns require a ship mass "level", so a battleship size ship might support a total of 30 guns. Guns take energy, and the big ones take huge amounts. If you don't have enough generators, then they can't all fire, or you can't move full speed. You can add batteries to carry the energy requirements of the guns, but guess what, they have a huge mass.
With a larger mass, your movement and turning are sluggish and slower, so add more thrusters, but they take energy, so more generators.... Everything needs to be ballanced.
You could build a behemish CV, but the energy consumption and fuel usage could make it self limiting.
The game is a bit differant, but some of the concepts are plain simplified physics and univeral. I felt it was an interesting approach, and well done.
Another approach would be based off of real life, fire control systems[en.wikipedia.org]. These are computers which assist in targeting and firing weapons, typically for artillery or naval guns, although aircraft and even small-arms rifles use them. Allow a core to support x amount of guns on its own, and for anymore than that, the player would have to build and place a new device, an FCS computer, to expand the weapon capacity. To distinguish between less and more powerful weapons, you could give each a CPU cost, and the FCS system govern via CPU capacity. For example, a single Plasma Turret could have the same CPU cost as multiple Gatling Guns.
I dont mind the 100 point idea, you choose what you use it on weapons, weapon types, shields, thrust power , cloakability , ninja mode lol , emergency warp jump, fire control, so theres alot they could do with it once we start getting true energy based weapons.
I don't really think this is 'realistic' for the tech level, each turet could easily have its own fire control system and targeting array. And I don't think limiting weapons based on size work very well either, because size/class is hard to define and can vary wildly based on the ship.
What I do think would work is giving each weapon a 'firing cost' in energy consumption. I would eliminate the ammo for the energy based ewapons and give them capacitor banks. Let them require 10MW of power between shots to simulate recharging in addition to their maintenence energy requirements. Obviously projectile weapons wouldn't need that much power, but they should need more power when actually firing. By having actual power requirements to use large batteries of weapons, the generator and fuel tank requirements would effectively limit the number of guns you can use at a time. Any ship with enough generators and fuel tanks to support a large number of turrets would have to be considerably larger and heavier to be able to fire them all and still move. Drastically reducing the ammount of CV type ammo that can fit in an ammo crate would help too, necessetating a large amount of ammo storage to be able to run that many guns. It currently costs next to nothing power and support-wise to fit dozens of turrets on a ship, that needs to change.
I was trying to find a way to get rid of the arbitrary number put on gun limits, this way CV speed, size, armor, shields (in the future) and weaponery will all have to be balanced out
you want more armor ? too bad makes the ship heavy and slow, you want more shields ?? great but good luck putting 4 plasma turrets
thats sort of thing
it could rly add a layer of depth to ship designes and make players really think about ships size speed layout and weaponery