As in title. The recent (good) change pushed into good direction, but now I think it is the time to re-think the problem with turrets and modules.
Turrets are one of the main things about your ship. They define your fire power potential, or utility that ship brings.
Other stats that are somewhat crucial to your ship are bound with volume of certain building materials - be it generators, shield generators or simply by adding hp to your hull.
The same way you can increase your fire power using fighters (get more hangars, assemblies and crew quarters to get more fire power from more fighters). You do it by increasing volume of blocks in your ship.
Recently we've gotten another way of increasing fire power by increasing volume - torpedoes.
With all that, a question starts to arise - why are turrets different? Why they have rigid number that can only be increased by modules, and nothing else?
You could argue that adding volume adds module slots, therefore increasing the amount of turrets you can use, but then again other problem arises - at all time you want to use as many turret modules and nothing else.
This way most of the modules are completely useless, because the opportunity cost of using them means you will have less turrets. Anything that doesn't add shield/power/hyperspace is only used when it absolutely has to be, and anything that provides QoL features like detection are completely avoided at all times.
This would of course mean a need to rebalance of modules, so that you won't be able to have all the turrets and stack 9 shield boosters. :S Probably decrease their effectiveness for every next added to the pile of same type (probably could argument that with modules having to communicate with each other which decreases their effectiveness... or something).
This is why I think turret count should be bound to volume/processing power/whatever. Maybe even have a separate block type that is a little better at handling turrets, no clue.
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Perq
As in title. The recent (good) change pushed into good direction, but now I think it is the time to re-think the problem with turrets and modules.
Turrets are one of the main things about your ship. They define your fire power potential, or utility that ship brings.
Other stats that are somewhat crucial to your ship are bound with volume of certain building materials - be it generators, shield generators or simply by adding hp to your hull.
The same way you can increase your fire power using fighters (get more hangars, assemblies and crew quarters to get more fire power from more fighters). You do it by increasing volume of blocks in your ship.
Recently we've gotten another way of increasing fire power by increasing volume - torpedoes.
With all that, a question starts to arise - why are turrets different? Why they have rigid number that can only be increased by modules, and nothing else?
You could argue that adding volume adds module slots, therefore increasing the amount of turrets you can use, but then again other problem arises - at all time you want to use as many turret modules and nothing else.
This way most of the modules are completely useless, because the opportunity cost of using them means you will have less turrets. Anything that doesn't add shield/power/hyperspace is only used when it absolutely has to be, and anything that provides QoL features like detection are completely avoided at all times.
This would of course mean a need to rebalance of modules, so that you won't be able to have all the turrets and stack 9 shield boosters. :S Probably decrease their effectiveness for every next added to the pile of same type (probably could argument that with modules having to communicate with each other which decreases their effectiveness... or something).
This is why I think turret count should be bound to volume/processing power/whatever. Maybe even have a separate block type that is a little better at handling turrets, no clue.
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