Bigjoe5 wrote:
Sorry, I misread that particular quote.
Happens to the best of us. Don't know how the rest of you manage!

Now, one way to limit things somewhat would be to mitigate the nature of our breadth of weapon types by not simply repeating each Type through the range categories.
For example; keep the persistent (multiple turns) & radiative (doing perhaps 10%-25% of its damage rating to ships within a certain distance of the ship struck... that could be
really ugly for massed fleets) weapons SR only. This also makes something else useful; Lasers (the initial/starting weapon) would be able to be used at both SR and LR. (Damage could be reduced by like 25% or some fixed number once you're outside of the SR reach.)
So... over-all I'm seeing the following as a range of categories:
Mass-Driver "type" weapons: SR, +50% to armor
Plasma Cannon "type" weapons: SR, .5x following turn
Laser "type" weapons: SR/LR
Ion Cannon "type" weapons: +SR, +50% to shields
Gravity "type" weapons: LR, .25x damage to all ships within blah radius of target
Fighters: LR, 10% effective versions of SR weapons (picked at creation of bay. Fixed unless ship is refitted)
Missiles: LR, carries selected bomb type.
Bombs: Planet only.
That makes... 8 "types" that would have to be fitted in slots. (I'm imagining that Fighters, Missiles, and Bombs would all be given a 'drop down' when you pop them into the slot to assign which type of them you choose. This simplifies the ship creation screen by reducing the total # of icons.)
Possible names for weapons:
Mass Driver, Gauss Cannon, Matter Cannon, Micro-Singularity Projector
Fusion Beam, Plasma Cannon, Antimatter Converter, Hellbore
Laser, Neutron Laser, Particle Beam, Disruption Lense
Electrolaser, Ion Cannon, Positron Beam, Entropic Cascade Focus
EM Wave Focus, Graviton Beam, Inertial Disruption Wave, Transdimensional Disruption Engine
Fighters:
Scouts, Interceptors, Bombers. Refinements could include additional speed (max # of refinements equal to your drive 'generation') and armor (max # of refinements equal to your armor 'generation'). Scouts are equipped with your current-gen sensors (though they would obviously be less effective; purpose of scouts is, well... obvious; you can see further into the field, and maybe spot stuff earlier. For a stealthy/LR fleet this would be a
decided advantage.) Interceptors get whichever SR weapon type you assign, and are floating PD. Bombers get your current-gen bomb type, and are the LR. If Bombers are sent, Interceptors will attempt a 1:1 ratio w/ Bombers. I am envisioning that Interceptor fighters could even attempt to 'fire' at beam-type PD weapons.
Missiles:
Could have mods as refinements (stealthiness and armor). Each generation of missile would be a separate field of research from developing a new drive type, rather than being a refinement as with Fighters. Each generation obsoletes the generation previous, but has no effect on ships already built. (Which may still pull from the "missile" pool as normal, however.)
Reason why I'm assigning the armor, speed, and stealth as refinements rather than just auto-upgrades is because that way fighters and missiles don't seem like after-thoughts or overwhelm the other weapons too immediately. This violates the KISS rule somewhat, but hopefully it's not too much so. As always, all refinements obsolete previous versions for new construction but require ship refit to be applied. Refinement refits could be applied from the galaxy screen; select the fleet and press the button for "update fleet" which appears only if a refinement could be applied. This would simply cost resources from the galaxy screen. (It could also be done from the planet screen and cost local production. Player options are good!)
This plus shield technologies, sensors, armor, ship speeds and hull sizes ought to make for satisfactorily in-depth stuff.