Posted 24 December 2011 - 02:30 PM
My main point here is that the developers might not even need to tweak numbers - the tabletop ones worked there, and they might be able to get them to work here! I think you can buff or nerf indirectly without removing customization and without making the weapon useless. Make everything situational - no best weapon. Certain weaponry can be powerful at different ranges, in different environments, with different heat effects, visibility effects, sensor effects, etc. What good is it to boat 5 LRM-20s if you can't see your enemy and can't detect them with your sensors? What good is it to boat 14 ER Small lasers if you can't get in range to use them, or the heat buildup is too significant? What good is it to mount cERPPC and cGauss on your Shadowcat if it's very, very, tough to jumpsnipe (airborne attacks on the TT gave you roughly -50% chance to hit)? This doesn't need to be randomized or weapons don't need their damage toned down - it can be affected by thrust, by controls, by raising the skill ceiling. Weapons can be pinpoint, but if you need to lead your target, or need to hold a laser on a target for 3 second straight or something, pinpoint won't mean instagib.