Turret penalties

Deon Beauchamp shared this feedback 11 hours ago
Not Enough Votes

Turret spam is reduced by turrets by having more costs for the gain.

Costs in mass and below decks size should be part of the turret make up.

Real world turrets have this penalty already.

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It can be seen from the image that there is far more turret below the deck than there is above.


The additional mass and volume that the turret takes up would change the power balance in their usage.

Ships with turrets would become heavier and either become slower or need more thrust and gyro capability.

The additional volume requirement would make vessels more bulky, take up a larger proportion of a vessels interior and would make the vessel a larger target.

This would result in either larger resource consuming vessels or a lower gun count.

The balance between fixed bases and vessel would change, potentially making the assault on a fixed base far more challenging.

The rotational and elevation speeds of turrets should be kept proportional to their size.

Replies (4)

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1

Can not wait for the flak over this one.

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Gatling turret spam would not be affected, so that one should be down down to heat or an AI limit to the amount of guns that could have automated targetting control.

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2

Heat dissipation feature would help here - need a ton of radiators if you want to have a dozen weapons firing at the same time!

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Yeah, I also think that heat management can balance weapon spam in a more natural way and, at the same time, give you more build freedom to place weapons or surround them with other blocks. And personally, I'd prefer having turrets to fixed weapons on anything bigger than fighters, and I'd like firing ranges to increase substantially.

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