#Weapon Turrets

26 messages · Page 1 of 1 (latest)

fervent cipher
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The title is self explanatory. I believe it would be great to have roof mounted turret versions of all currently available weapons (except modular weapons like the railgun of course). Some ways this could be balanced, because obviously why use normal versions instead of just turrets hidden behind armor, could be:

  1. Weapon turrets would rotate significantly slower forcing you to avoid rapid maneuvers and thus making you an easier target
  2. Energy weapon turrets would require significantly more power in order to remain in operation and projectile weapon turrets would require more ammo
  3. Weapon turrets would require more crew
  4. Weapon turrets would be more inaccurate compared to standard versions of weapons after a certain range 5) Weapon turrets would be significantly heavier compared to their normal counterparts
slender karma
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I feel like this might be better as a mod

dusk grove
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it is a mod

bright heart
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It's a mod, and the ideas to ballance it aren't very convincing.
Turret rotation ok, but what about rammers?
Increased energy consumption ok, but how do you justify the increase in ammo consumption? At this point it would be more logical for the turret rotation to consume energy.
More crew is OK I guess, but it's only relevant for career as crew aren't expensive in other game modes. Maybe one more crew and significantly increased size and cost instead?
More inaccurate? How and why?
Heavier OK, but if you're going for a brick it's irrelevant either way.

frozen dune
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but how do you justify the increase in ammo consumption?
the shell scrapes off of the roof of the ship like sandpaper so it needs more bullet per bullet to compensate

bright heart
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... not convinced. At all. That's not how guns works, nor how material work in the first place. If it's sandpaper, only a TIIIIINY bit of it would be removed (or you are sanding for tens of seconds or even minutes), and friction between metal deform the objects more than it "scrape" it.

steep kite
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I know how to justify accuracy. Let there be a chance the bullet flies past the enemy above them, since you have to use vertical rotation also :P

frozen dune
bright heart
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I know we are talking about a world where crew move around with energy cells to fuel spaceship systems and where aiming systems seem to be reserved to energy-based weaponry for some reasons, but don't tell me they cant make a mechanism to load a turret without bonking the ceiling. They can make freaking jet thrusters, and the DC don't have that problem.

frozen dune
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small cannon: 1 shell used, 750 damage
large cannon: 4 shells used, 2400 damage (20% less than 4 small shells)
deck cannon: 10 shells used, 7,500 damage (its simply built different)
conclusion: deck cannon is simply built different

bright heart
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And before you start to speak about Oc:
-> Oc LC would be an actual HE that is made to shoot shrapnel through armour, while normal shots are closer to AP, that are supposed to penetrate and explode inside
-> Oc DC could be some sort of magnetic-based accelerator. The turret is already turning on it's own, which suppose an electric motor and built-in power source, and Oc the generator while also generating a gauss acceleration generate a lot of heat

frozen dune
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im just making up bs lol
though something i would like to see is roof turrets that have increasing drawbacks based on how far the projectile has to travel above the roof of your ship, adding a point to having them be in anywhere except behind as many layers of armor as possible

bright heart
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I know you where making bs. But I like logic in game design

frozen dune
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i must bs harder with inarguable points that dont make sense but work

frozen dune
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its something i feel like deck weapons are mainly missing to balance them in a good way, currently adding extra layers of armor Infront of a deck weapon has like 1 drawback

bright heart
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High cost (including tri-steel), very large size (5x4) with very low HP/cell and no pen resistance (20 000HP for 20 cells, so same as corridors), stun crew in a area when shooting.
Also, high ammo consumption rate (8 ammo /second max), high crew requirements (4 operators & a lot of supply crew). In theory, if you wanted the DC to shoot at maximum fire-rate without interruption, you'd need something around 20 crews if you use ammo factories, or 16 if you use ammo storage.

dusk grove
bright heart
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I mean canons are freaking imprecise in this game. 2.5° spread is insanely low precision. It mean that for every 100m traversed, your bullet can be 2.5m away from the target point, which is basically musket level precision at this point

dusk grove
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maybe they just didn’t invent rifling in this universe

bright heart
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"Muskets of the 16th to 19th centuries were accurate enough to hit a target of 50 cm in diameter at a distance of 100m"
So, apparently muskets have a precision of 0.5°

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Cosmoteer's canons are freaking blunderbuss

slender karma
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From what I found, a blunderbuss is 2°, so it’s actually worse than a blunderbuss

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Regardless, I think trying to apply realism to Cosmoteer is just going to make you look silly