Probably what will happen.
Mines: in The Short Victorious War, these things sound like missiles with quick-burn engines and cloaking devices. I dislike the standard SE4 mine system, so I probably will do one of two things:
-Make components that let drone missiles be used as mines
-Make the SATELITES the mines
they both have their problems. Sat mines won't be able to move, and will be unable to attack unless the enemy is stupid enough to get in range. Drone mines will enable any ship with missile launchers to "fire" mines. No dedicated minelayers.
I'm waiting to see what the new component mounts can do before going too far; I may just make three sizes of armor and then use armor mounts to make them bigger for larger ships.
Sidewalls are STILL giving me problems. The crystalline ability would be ideal, but it's not playing nice; it's only regening the shields when a hit reduces the shields to 0 and damages something inside. OK, fine; but I've also managed to make ships totally invulnerable this way..ooops. Crystalline ability plus no-breach component damage = component damage VANISHES. In other words, if you pound an 90 Kt armor component down to 1 KT, the shield regnerates 89 KT. Fine, works as expected. The thing is, if the next shot doesn't breach the shields, that damage disappears. ARRRRRRRRG.
Weapons: "Down the throat" and "up the kilt" shots will be represented by special components that totally skip shields. On the bad side, they'll also have a really obscene negative to-hit- probably an average of 30% less chance to hit than the equivilent normal weapon. Each weapon will have several size variations.
Energy torpedos: these are useless against sidewalls. SE4 doesn't have a damage type that works like that! Two options: either make every other component 4x damage to shields and the torps *not*, or the energy torps will be inaccurate and skip shields- in other words, "down the throat" weapons only.
Grav Lance: will burn out sidewall generators totally.
One thing: on the weapons and armor, they're two options. 1: use mounts to represent the more powerful armor and weapons on larger ships. Two: use the same system as the sidewalls. I.e. each type of armor or weapon has variations in size, say:
Laser 50cm 1-10 (or 50cm Laser 1-10)
Laser 100cm 1-10
Laser 150cm 1-10
Laser 200cm 1-10
Laser 250cm 1-10
Laser 300cm 1-10
etc
I'm using 1-whatever because that seems to fit the universe better.. and because I'm going to have really obscene numbers of tech levels for some stuff. Hence the lack of Roman numerals. XII is bad enough. Imagine XXX. or worse, XXXXVIII. Looks like a freaking Bolo novel..
The early game will be cheap, and tech will come fast and easy.. but once you start getting into the upper 20s you'll be feeling the hurt even on Low tech cost. Not sure how high I'll go.
Opinions on any of this?
Phoenix-D