Suggestion about Kinetic weapons and their tech trees:
4 different types:
Medium range, low reload speed, high velocity, moderate accuracy, high damage, low shield penetration, very low energy consumption.
Short range, VERY high reload speed, high velocity, moderate accuracy, low-med damage, low shield penetration, very low energy consumption.
Long - very long range, low reload speed, high velocity, low-moderate accuracy, med-high damage, low shield penetration, very low energy consumption.
Not ammo based, but:
Very long range, low reload speed, very high velocity, moderate - high accuracy(due to high velocity and used technology), medium damage, medium shield penetration, medium energy consumption(need to recharge condensers)
Tech trees: (but hey are really rough)
As you can see cannons separate to 2 more techs: armor piercing (decreases armor effectiveness but a bit weaker) and long range artillery(also have HE version which explodes and damages all nearby ships but a bit weaker)
Auto cannons with great reloading, further upgrades decreases reload speed and range. Also opens point defense tech - flak cannons with low range and reload speed but area effect, good vs fighters or missile racks.
Rail gun - further upgrades increases range and energy consumption and damage. Has a bit weaker shield piercing variant.
Any comments?? Maybe its a useless work, or i should continue, how do you think? Any way I like to create new stuff.
< Message edited by Shuul -- 2/16/2011 8:46:46 PM >