Open DaemonEleuel opened 7 years ago
Current settings:
if weaponType == WeaponType.SalvagingLaser then
template.turningSpeed = template.turningSpeed * 6
template.size = template.size * 3
end
if weaponType == WeaponType.MiningLaser then
weapon.blength = weapon.blength * 4
weapon.reach = weapon.blength
weapon.bwidth = weapon.bwidth * 10
weapon.bshapeSize = weapon.bshapeSize * 10
elseif weaponType == WeaponType.SalvagingLaser then
weapon.reach = weapon.isBeam and weapon.blength * 4 or weapon.pvelocity*weapon.pmaximumTime
weapon.bwidth = weapon.bwidth * 10
weapon.bshapeSize = weapon.bshapeSize * 10
weapon.blockPenetration = weapon.blockPenetration + 2
weapon.damage = weapon.damage * 10
end
The end result for this is: Mining lasers
Salvaging turrets
Considered change: Mining lasers - The beam is a bit too bright. Resize it, the rest is ok.
Salvaging turrets - The turret itself becomes too big at higher levels. The damage in combat is way too much. Increasing firedelay and pvelocity should work. It would make the weapon more or less useless against everything that's not still. Does it need to convert to projectile?
It's not possible to change to projectile, instead the tracking has been lowered (a lot, from 6 to 0.2) and the energy required for the turrets has been increased. Shield penetration has been completely removed. Need some testing before committing. Ideally the initial consumption should be low but it should drain the generator really fast. This way the turret can be mounted on smaller ships but not be viable for combat.
Also decreased the size of the beams as they were a we bit too colorful (having multiple turrets mounted looked like a rave party).
Maybe remove the damage against active ships? Add a check "if iswreck"?