A suggestion for more interesting combat

Range-Power

Don't know if this has been suggested but rather than a rock, paper, scissors approach, How about ranges on weapons. Seems to me missles should be longest range. Maybe counter that by modifying power. For example Missles would be longest range and least powerful. Projectiles would be medium range and medium power. Energy weapons would be shortest range and greatest power. I'm not a programmer so I don't know how hard this may be. It might spice up combat though.

Ed
3,636 views 10 replies
Reply #1 Top
dont know about beam weapons being shortest range - if they're focussed right, as there's no attenuation in space it will happily keep going (almost) forever, and as its much faster than a missile would still be useful at much longer range.

I would swap the ranges - the slowest would be the least use at long range so missiles would be shortest range - missiles are only the longest range weapon in an atmosphere as then you have to keep powering any projectile due to drag, and beam/energy weapons will attenuate (if we had them theyd still be pretty long range tho )

unless we had hyper/warp drive powered missiles these could be very long range - maybe for late tech!

sorry about the waffle - main point is I like the idea of weapon ranges a lot (maybe tied to some initiative ideas) i would just swap which is which.
Reply #2 Top
But... without any tactical combat, what difference would range make?
Reply #3 Top
You could still calculate damage from missles first, or which ever you decide is long range, then mid range damage then short. If you have a ship loaded with long range weapons and the sensors to use them, they should do some good damage first. Of course any enemy ships with powerful short range weapons that survive can shred the other ships. This would generally be for first contact. After that I would assume any starship captain worth his salt would try to maneuver his ships into the appropriate range. Any ships with equal range weapons on their ships should still cause damage simultaneously.
Reply #4 Top
While that idea sounds interesting, it would take some major rebalancing, and AI would never understand the system.
Reply #5 Top
But... without any tactical combat, what difference would range make?


You could fire on an enemy ship with your long range weapons while remaining out of range of his/her shorter range weapons.

I personally think this sounds like a great idea. Imagine being able to attack an enemy from a location where he could not fire back due to range. Perhaps the higher the tech level the better the range. So, at the end of the tech tree all weaponos may be a lot closer in range.

Great idea Ed1963
Reply #6 Top
That is kind of what I was thinking Thumbwiz. I wasn't actually thinking that the program would keep track of actual kilometers or anything. Just keep track of weapons and technology level. It'd force you to consider first strike options that have meaning.

Ed
Reply #7 Top
I would calculate beam weapon damage first, then projectile, then missile as this bases it entirely on the actualy speed of delivery of the weapon's damage potential.

Range would be better to consider regarding various implementations of technologies, for instance theoretically plasma weapons would be extremely short range, and lasers would be extremely long range, as attenuation (and there is attenuation in space, just to a lesser degree) would be minimal.

I put missiles last as, though the ranges of speed may overlap at points, only the fastest missile would ever achieve a velocity higher than the lowest-end projectile (we're talking mass drives here, not chemically propelled bullets), and it would take much longer, relatively, to accelerate to maximum speed.

Reply #8 Top
@mistoffeles

and lasers would be extremely long range, as attenuation (and there is attenuation in space, just to a lesser degree) would be minimal.


ok I should have said negligible attenuation in space

but I agree, ordering the calculation of the damage could make for some interesting tactical choices
Reply #9 Top
What is the problem that this is attempting to fix, exactly?

Because, from my perspective, the weapons don't need to have another stat attached to them.
Reply #10 Top
Not trying to fix a problem or I would have put it into the bug fix forum. Just thought it might make combat a bit more snappy rather than rock paper scissors.

Ed