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.
You misunderstand. There is a difference between cost and space. Laser Mk1 does 5 damage, costs 5 and takes up 5 space. Laser Mk2 does 8 damage, costs 6 but still takes up 5 space. Cost is the ammount of pp this particular item costs where space is how much room is take up on the ship.
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.
I was going to something similar to this before I read your post. Maybe the system could work as follows:
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
As you can see, the damage done increases along with the cost. At Mk4, the "miniaturization effect" occurs, giving the Lasers a 2x fire rate. Modifeir activated means you now have the option of adding this modifier when you are designing a ship. Once the ship has been designed, all a refit does is upgrade the lasers from Mk4 to Mk5. It would take a new design and an overhaul of the existing ships to add or remove a modifier.
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).
Why should newer equal bigger? When it comes to ship hulls, newer should equal bigger, because it allows for more space. When it comes to weapons, newer should equal more powerful, but not necesarily bigger. You should have weapons mount options for allowing bigger weapons. With refinement should come more power and a faster fire rate (which represents miniaturization as I stated above).
Now I can almost gaurantee that I won't get any "realism arguement" crap on this next comment. Name one thing in real life that newer didn't mean better choice. Now before you give the obvious answers, things that didn't work as intended don't count. In FO like all games, everything works. So, let me rephrase my challenge. Name one thing in real life that a newer version that worked properly didn't mean a better choice.
I'll leave it at that.