Yes, like I figured. I think it is a good system though.Geoff the Medio wrote: I feel I should point out that the suggested system isn't perfect. If your ship only has two lasers, for instance, and each level 1 laser costs 8, and each level 2 laser costs 10, then there's a big cost difference between two level 1's and a single level 2. And you can't really do anything about that, since you can't put in half a laser (presumably). So the player's choices are unfortunately limited to some degree.
This is not necesarily the best thing. You propose to make one laser take up 20 space as an alternative to 5 lasers taking up a total of 20 space (miniturising the lasers).Impaler wrote: Take for example a Ship with 10 Lasers that take up 10 space each and do 3 damage each. Insted of the refinment making the laser take up 5 space and making the player redesign the ship to hold 20 of them we could instead say the higher level laser shoots twice as fast and all the math works out to be identical. The only other possible benefit of Miniturization is being able to place a single weapon in a Hull which previously couldnt hold said weapon. Having size based Mods attach to the weapon and shrink it will solve that problem making miniturization unnessary.
This all looks 'identical', but it is not:
-you have to have at least 20 space to fit a laser. Where the other method you could at least have a 5 space lasers (if your that poor).
-You could only shoot one ship. With the other method you could shoot at most 4 ships. This is all assuming Moo2 style of how you can shoot as many ships as you ahve lasers.
This system seems flawed, because you get too many benefits for refining lasers by one level. So people are not gonna care about getting bigger ships to hold more lasers, when they just need to refine the lasers.Ranos wrote: Laser Mk1: Damage 6, Cost 4, Space 5. Modifiers activated: None
Laser Mk2: Damage 8, Cost 5, Space 5. Modifiers activated: None
Laser Mk3: Damage 10, Cost 6, Space 5. Modifiers activated: Long Range: Cost increase: 2, space increase : 1, range x1.5
Laser Mk4: Damage 12, Cost 7, Space 5, 2x fire rate. Modifiers activated: None
Laser Mk5: Damage 14, Cost 8, Space 5, 2x fire rate. Modifiers activated: Continuous fire: Cost increase: 3, space increase : 2, fire duration x1.5
Laser Mk6: Damage 16, Cost 9, Space 5, 2x fire rate. Modifiers activated: None
Laser Mk7: Damage 18, Cost 10, Space 5, 3x fire rate. Modifiers activated: Armor Piercing: Cost Increase: 5, space increase : 3, 60% chance to pierce armor on hit
Also I don't think increasing the firerate is a good idea, unless it is an official weapon mod. When you make something smaller, it means fitting more in the same space. So you could fit more powerplants, more barrels (damage), etc. Though I guess if fire rate was somehow determined by cooling the lasers, then you could fit more cooling, therefore more firerate.
Yes, I agree.noelte wrote: OK, maybe having Moo2 in mind makes no sense, because there you only had laser and heavy laser and no laser lvl X. But still i think it's not a good solution to define, that newer laser are always the better choice, because they are smaler/equal, cheaper/equal, .... New Lasers should rather always be bigger, more powerful and should cost more. Miniturization should decrease the weapon size (not necessary for an specific weapon).