Weapon size mechanics ?

I was making a spreadsheet for compairing weapons (x3), armor (x3), and all the support, modules, Atlas items, and hulls. The size mods on most of the stuff seems appropriate (ie. armor takes 6 spots on a tiny and 9 on a huge just due to surface area). The only one that didn't seem logical was the size mods on the weapons.

Just as an example (not that I'd ever use the weapon)

** Particle Beam: Size 14 + 10%

Size on Tiny Hull : 15 -- Size on Huge Hull: 29 -- Both do 1 damage, but takes up 93.3333% more room on huge hull.

** Doom Ray: Size 10 + 4%

Size on Tiny Hull : 10 -- Size on Huge Hull: 16 -- Both do 22 damage, but takes up 60% more room on huge hull.

It's kinda like if you mounted a rifle on a jeep (tiny hull), then took the same rifle and mounted it on a tank (huge hull). The rifle still does the same damage, but now for some reason uses more space.

Not complaining about it, just don't really see the logic of it. Anyone care to try explaining it?

4,063 views 3 replies
Reply #1 Top

Hi!

The only one that didn't seem logical was the size mods on the weapons.
End of quote

That's an old issue resurrected. Just be happy with what's in the game now, because it used to be SIGNIFICANTLY more disproportionate.

BR,  Iztok

Reply #2 Top

The larger-hulled ship is designed to last longer in a fight.  This means that any weapon emplacements have to be reasonably protected against attacks.  Then you have the issue of supplying power and/or ammunition to this weapon during the battle.

Also because the larger ship isn't necessarily as maneuverable, in order to supply the same amount of firepower the weapon may need to be emplaced twice (though without necessarily duplicating the energy/ammunition transfer system too much) so that there are few blind spots for an enemy ship to exploit.  Or, in order to supply the same firepower this large ship has to be very maneuverable, in which case each weapon is adding to the ship's mass and increasing the amount of engine space needed for quick turns that bring the enemy ship into the weapon's arc of fire.

Something like that.

 

Reply #3 Top

It's called proportional reality! :D

If *all* the weapons wouldn't have a modulo factor applied, then you could put some 40+ Basic RailGuns on Huge Hulls that DO more damages than two Black-Hole-Eruptors for much less cost & sizing space. I might have got the wrong analogy types and bad estimation figures, but you get the idea.