Hyzoran, on 25 August 2016 - 03:08 PM, said:
I think an improved solution to ED is for each type of weapon system to have it's own limiting factors.
For Example:
Energy Weapons: ED as currently implemented, except: Instead of draining Energy increasing heat, Insufficient energy will reduce damage (and subsequently heat generation) of fired weapons in the amount of available energy vs energy requirement of the weapon. > (Current/Required * Damage[or Heat, for Heat gen] )
This would keep lasers as mostly a contingency weapon unless firing is efficiently distributed. Laser-centric builds would still be viable for accurate bursts of damage.
For Example:
Energy Weapons: ED as currently implemented, except: Instead of draining Energy increasing heat, Insufficient energy will reduce damage (and subsequently heat generation) of fired weapons in the amount of available energy vs energy requirement of the weapon. > (Current/Required * Damage[or Heat, for Heat gen] )
This would keep lasers as mostly a contingency weapon unless firing is efficiently distributed. Laser-centric builds would still be viable for accurate bursts of damage.
Actually, I've always thought the correct solution would be something like:
Lasers - exceeding maximum energy draw for lasers causes the beam duration for the entire firing group to be extended.
PPCs and Gauss - all PPCs and Gauss Rifles use the Gauss Rifle's current charge mechanic. PPCs only require 0.25 seconds to charge, while Gauss Rifles require 0.75 seconds to charge. No more than 30 damage worth of such weapons can charge at the same time.
Other Ballistic - implement a cone of fire that increases based on the total damage output of the weapon group.
Missiles - limit simultaneous missile fire by number of tubes.