Well, they are kinda standerdized...
Projectile: "The Control Group"
Laser: Slightly heavier, Better range and accuracy, lower damage
Particle: Heavier, slightly better range/accuracy, Higher damage (tears up fighters!... just added them & started testing.)
Light Guns: Counts as armor, gets taken out easily by weapons and fighters. Each type has better resistance: Guns (2xtonnage), Lasers (2.5x tonnage), PAWS (5x Tonnage)
Cannons: Adds Weight/Range/Accuraccy/Damage
Missiles: High range/damage, good accuracy, Heavy with reload 2
RAP & CM: special... single use, lower acc then PD weapons... RAP is better, Heavier + armor
As far as meson bLasters being advanced particle weapons... I'll probally do exactly that.
Projectile weapons: Guns->Electomags->Gravguns (I was gonna make grav stuff a seperate racial tech, but decided against it)
Laser Weapons: Laser->Xaser->Graser (Gamma radiation laser)
Particle Weapons: N-Paws/C-Paws(charged particle accelerator, more damaging but only works vs. planets (needs an atmosphere)->Meson Particle Accelerators->Anit-Particle Accelerator (fewer levels... higher cost)
Each type will be a seprate field (laser,Xaser,Graser), but will require the Last level of the previous type and one higher physics... So Laser needs nothing, but Xaser needs laser 5 & Physics 1, Grasers need Xaser 5 and Physics 2. Projectile weapons will need physics for Electromags, but Astrophysics for Gravguns... Missiles might need chemistry or propulsion to start a new "Tech Thread". (I still got some work to do on the tech-tree)
This is in addition to missiles, planetary weapons, torpedos, Poloron weapons (std/phased/anti), Fusion Weapons(high-energy discharge), Gravity weapons, etc.
I just wish MM would get around to activating the CUSTOM GROUPS so I can finish up my mod and post it! (instead of jus' talkin' 'bout it
)
[This message has been edited by Trachmyr (edited 24 April 2001).]