Right now I'm brainstorming some changes I'm going to make to the weapons tech tree. I'm strongly considering using Osito's Mod as a base for this.
There shouldn't be any game breaking changes, the priority for me is to have a more diverse galaxy. I don't like the idea of everyone shooting the same
weapons or having the same color of weapon even. My energy weapons don't currently have any differences other than aesthetics and name unfortunately, I'm
not sure where to go with that. But no matter what those differences might be they need to not overlap with the tactics behind my changes to Rail Guns,
Torpedoes, and Missiles.
Here's a list of what I have so far...
1. Energy Weapons will be diversified. Each type of weapon will have it's own color. Each weapon will have at least two types; Pulse and Beam.
I may be adding wave to this mix but I haven't figured out a way to incorporate that yet. Both Beam and Pulse will do the same amount of damage per 1
power as the other. Beam weapons will use more power and do more damage while pulse weapons will do less damage and use less power. This simulates how
this sort of weapon would likely act in real life. The advantage for using Beam weapons is that you do your full damage with only one shot, but if you
miss you do no damage for the power used. Pulse weapons give you a greater chance of dealing at least some of the damage for the power used even if a few
shots miss.
2. Energy Weapons will be named after the type of energy/particle being used to create the damaging effect. They can't be entirely realistic without
fewer weapons in the game than before because many of the types of energies/particles we know of would be useless in combat. Right now I have 6 decided
upon. Electron, Proton, Neutron, Photon, Laser, Plasma. Each one would have it's own color, Red, Orange, Yellow, Green, Blue, Violet.
3. Rail Guns will fire rounds with high velocity, it will deal low damage but retain it's ability to bypass shields. They will have higher range than
energy weapons making them a good weapon for those who prefer to stay at long range.
4. Missiles will be a complementary weapon to Rail Guns. They won't be acceptable as a primary weapon. They are going to do very low damage, but be able
to travel much farther than a Rail Gun shot can go. This isn't necessarily realistic but the idea I'm going with is that Rail Guns aren't going to be
as reliable as such extremely high ranges. Missiles can be guided after being launched, and are thus a better choice for long range attacks. Once the battle
closes to mid/close range and the Rail Guns open up this weapon is supposed to become fairly unimportant. It's purpose is to damage enemy ships before
the actual fighting starts. It will have a slow firing rate to simulate ammo conservation.
5. Torpedoes are going to compliment Energy weapons and will also not be acceptable as a primary weapon. They will do very high damage, but they have
very low range, nearly point blank. Ships will have to close in in order to fire them and their firing rate is going to be low like the missile for
the same reason.
6. Each Energy Weapon and the Rail Gun will be given it's own Point Defense Weapon and Bombardment weapon. Research no longer needs to be wasted on
unwanted technology in order to obtain these weapons. Their first tech will be available after researching the enhancement for the first tier weapon.
7. Planet Destroyers. This one may not be widely appreciated, but it's something I've wanted since I started playing. Energy Weapons and Rail Guns will
have their own planet destroying weapon at the end of their respective tech trees.(I hope, not sure if I can actually do this) Don't worry though, it
will be expensive and time consuming to research especially on max research cost which is what I play with.
Some things I am currently unsure what to do with:
1. I'm still not sure if I should replace gravity based Tractor beams with Magnetic. It's name only, but aesthetically important. I do not believe that it
will be possible to localize gravity in that manner. But at the same time, I'm not convinced that's important since I've decided to deviate from realism
when it comes to what kinds of energy weapons are going to be used.
2. I'm concerned that Rail Gun users will have an advantage over energy users. Even though they are doing less damage, they are still pounding the target's
armor and hull before it can even get into range to return fire if it even can.
3. On the flip side of 2, I'm also concerned that Rail Gun users won't be able to stay out of range of the more powerful energy users weapons at all and
that they will be ripped to shreds.
4. A lot of testing is involved with 2 and 3, something I find difficult to do in Distant Worlds.
5. What to do about Wave Weapons. I was originally thinking radiation, but not so sure about that concept now.
6. Partial Armor Bypass. I want to make use of it.
7. Star fighters. I want them to use the weapons their race has specialized in. It would be odd if all of their ships were shooting yellow photon weapons,
but their star fighters were still shooting red energy pulses.
8. Area weapons.
9. If I replace the Tractor Beam with a Magnetic version then the Graviton Beam has to be replaced.
Probably more to come
