LASERS and how they could work

Z3RO Upshaw shared this feedback 6 years ago
Submitted

Just like probably everyone else in the game I enjoy shooting stuff. However, sometimes if you build a medium sized ship with a sleek look (basically not bulky) while still having your weapon systems protected (basically meaning armor) It can soon get tricky to have all the parts of your ship connected through conveyors while still keeping areas accessible for on the go repairs. Unlike normal Turrets in these cases Lasers could provide an atractive alrernative. Similar to the ion thrusters they would only require connection to the electrical system (basically being conected by standard armor blocks).

I understand a reluctance to this suggestion by many whom enjoy the challenge of connecting all systems propperly. And maybe I am wrong but I could imagine the need to check if turrets are connected and have access to ammunition could also cause some major lag during combat, while a laser would only need to check if it has access to enough energy (like any other electrical system). Not having sufficient energy could end up in either reduced power of the beam or not activating at all and giving an overload warning.

Again, I might be mistaken, but in my experience the more shots are fired the more lag. And each bullet is after all a projectile that needs to be traced until hitting blocks. With a laser you would only need to trace one single straight path with a point of origin and the direction it is pointed at and maybe a distance to prevent targets half way across the galaxy from being hit accidentally. You might argue that even light has a speed that would have to be traced But considering the distance you need to be at to even be able to see / hit a ship I believe it is safe to say, that the beam can be "shot" instantly meaning the position of origin and angle is all that needs to be updated and would only have to be traced while the laser is active. Anything on that path would take the apropriate damage over time (similar to grinding down blocks) and would obviously interupt the beam.

I don't know what sort of requirements the ship could require but one idea is perhaps condensators of sufficient size / number to deliver energy instantaneously when a laser is activated making the requirement of size/amount proportionall to what a reactor would be to being able to sufficiently power thrusters.

In my oppinion it might even be more realistic because come on, explosives in space? do you want to absolutely make sure your ship is destroyed when hit by space junk? And to take it further, I think replacing any weaponssystem, including handheld weapons, with electric powered systems (even torpedos might be "better" with photon thrusters), might vastly improve performance.

Replies (2)

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The best part about this idea is we could make small grid Sharks and mount these on their heads!

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Conveyors cause a negligible amount of lag. You need a lot of of junctions to start noticing it. Having turrets with or without conveyors will make no humanly-noticable difference.

> "more shots are fired the more lag"

You're right about this one. Laser weapons, while they still make lots of "projectiles," would have a lot less projectiles out at a time. But I'm not sure if the performance impact of gatlings is that big a deal to begin with.

Now here's the BIG PROBLEM I have with laser weapons: they have godlike accuracy. It completely throws combat balance out of whack.

Let's look at an example; a gatling starts shooting at a target closing in. At 800m hardly any bullets actually hit. As the target is getting closer, more and more bullets are hitting. Damage increases as you get closer.

Now let's look at a laser weapon; pinpoint accuracy the very instant the target is in range. The target will be taking 100% possible DPS directed exactly to the very block the laser turret is targeting. This is why I don't like laser mods. The weapons look great, but in game they're op af.

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Perhaps a damage reduction with distance would fix this? Design them so that the laser may still hit at 800m but not do the damage it would at point blank range.

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This is called "damage falloff," and it may actually work. Pitiful DPS at max ranges that increases as range decreases. Definitely an idea to consider.

Sadly, I don't think the engine currently supports the ability to make ammo behave like this.

I've just made a post on reddit discussing laser weaponry HERE. It's nice and fresh.

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