Spoiler
There are some good ideas in there, but also some that I think are way too early to think about, or at least too early to implement. (Thinking about things is usually not bad...
I like the idea of EMPs, different weapon fragility and rocking abilities could be interesting. They also could all end up being broken, reducing the Quality of Life of weapons without really dealing with their imbalances, or adding a strong effect that may lead to new imbalances due to excessive crowd control.
But at the basis, the weapon balances should be fixed by their core stats:
Damage, Heat, Recycle Time, Duration, Weight, Critical Slots, Range.
If you don't get your weapon modelling system right here now, adding more features is just as likely to break things as it is to fix things.
I urge you - get the basics right. Understand why weapons are seen as strong or weak.
The community has even created models to understand the weapon balance - have you created yours?
If you haven't, why not?
If you have, do they differ? Do you understand why they differ? Are you confident that you're closer to the truth? Do models fit the observations or not?
For example, what I would do here.
1) Find a model that fits the observations well enough.
2) Adjust weapon stats based on the model so that the balance is at a desired level.
3) Test it and see if the predictions matched the outcome well enough. If not, go back to 1. If yes, continue to 4.
4) Now add secondary traits like EMP, Fragility, Rocking and so on, and adjust weapon abilities based on this. Fragility - give a fragile weapon a bit of a boost. EMP or Rocking? Give the weapon a bit of a nerf to compensate the advantage. Now go back to 1.
Edited by MustrumRidcully, 16 November 2012 - 01:53 AM.

















