Re: Frustration (balance)
Well, there's a problem with balance in general between single turn fire-rate weapons and slower weapons. The intent is that you pay for the greater damage per hit by the slower fire rate. But, if you do the math you will quickly see that the slower firing weapons end up doing far less damage 'average per turn' than the once per turn weapons. Supposedly this is balanced by the greater damage that can be done quickly by the more poweruful hits of the slower weapons, but in practice it rarely works out that way. Increasing their power further can often result in catastrophic events in combat that seem just as unrealistic as the problem you are trying to correct.
Edit: As noted in a later post, Emissive Armor is plainly meant to improve the distinction between frequent firing lower damage weapons and slower firing high damage weapons, but it doesn't work like it's supposed to.
I think we need a much finer 'resolution' in all the ship acounting areas. That is, larger numbers for smaller gradients. Weapons ranges need to be much larger, movement needs to be more per turn (both strategic and combat), the system and combat screens need to be far larger. It's too easy right now for small mistakes to have disproportionate consequences. This would help quite a bit with the various 'balance' problems.
[ 20 December 2001: Message edited by: Baron Munchausen ]
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