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Remove energy costs for minor secondary lasers #1260

Open WatchTheFort opened 1 year ago

WatchTheFort commented 1 year ago

Per this thread on Discord Remove energy use for minor, secondary laser weapons. Energy cost will remain for major and primary lasers.

Examples for removing energy cost: Behemoth Bulwark red laser Platypus

Examples of maintaining energy cost: Starlight Bulwark primary laser Juggernaut

sprunk commented 1 year ago

Change their weapontype to Pawn style machinegun or something (while keeping stats)? They are secondary so their weapon type doesn't really matter but that way you avoid some inconsistency in the "laser weapons have energy costs" rule.

Maybe to some extent that advice applies even to free primary lasers (commander, grunt, gaetor etc), perhaps they could made to look different while keeping identical mechanics to differentiate them from the ones that cost energy as well.

WatchTheFort commented 1 year ago

In the original description I put Juggernaut twice, when one of those should have been Behemoth. I have changed it.

Borg-King commented 1 year ago

I would argue for increasing the energy costs to play more of a role in decision making around E eco. Also add energy cost to plasma firing units - perhaps to anything that fires (or make exception for missiles?)

segatrade commented 1 year ago

Every weapon use should have energy/metal cost. Ammunition not free and endless (this works in spring1944, cossacks). Real weapon lasers are cheaper to fire than launch missile or even use machineguns like Phalanx.