Re-Posting from the Semi Official 7. x suggestions thread. (Cleaned up and made relevant to significant changes in Aurora C#)
TL/DR Make Kinetic weapons useful and add a logistical ammunition component into the game.
I propose a change to the weapons mix that I hope is easy to implement. This should complement the recent changes to Missile design.
Kinetic Weapons
Railguns
Specifications;
Non Turretable.
Spinal design choice. 2x HS Requirement, but with a 33% increase in BP, increase calibre size by one step.
Long range.
Able to fire at maximum range with a 4x BFC.
Only produce one projectile per times fired.
Maintain the Missile damage profile.
Calibre and Missile Warhead size damage.
120mm 5 WH (25 Damage, 5 Layers of Armour Penetration) 10 HS
150mm 6 WH (36 Damage, 6 Layers of Armour Penetration) 12 HS
175mm 7 WH (49 Damage, 7 Layers of Armour Penetration) 15 HS
200mm 8 WH (64 Damage, 8 Layers of Armour Penetration) 17 HS
250mm 9 WH (81 Damage, 9 Layers of Armour Penetration) 20 HS
300mm 10 WH (100 Damage, 10 Layers of Armour Penetration) 30 HS
300mm 11 WH (121 Damage, 11 Layers of Armour Penetration) [Spinal Only]
Firing Rate and Tech Progression.
Base 120 Seconds
Double 60 Seconds
Triple 30 Seconds
Quadruple 15 Seconds
Require 1 MSP (Missile Size Point) per shot of ammunition.
Gauss Cannon
Specifications;
These weapons should have;
The ability to be turreted.
Barrel Tech Line.
Single 1 Projectile
Dual 2 Projectiles
Tri 3 Projectiles
Quad 4 Projectiles
Medium range, max range at 2x BFC, accuracy increases with bigger BFCs.
Calibre, Missile Warhead Damage Profile and HS.
30mm 3 Damage, 1 Layers of Armour Penetration) 3 HS
40mm 8 Damage, 2 Layers of Armour Penetration) 5 HS
50mm 15 Damage, 3 Layers of Armour Penetration) 7 HS
60mm 24 Damage, 4 Layers of Armour Penetration) 10 HS
70mm 35 Damage, 5 Layers of Armour Penetration) 12 HS
80mm 48 Damage, 6 Layers of Armour Penetration) 15 HS
Firing Rate and Tech Progression.
Base 60 Seconds
Double 30 Seconds
Triple 15 Seconds
Require 0. 5 MSP (Missile Size Point) per shot of ammunition.
Auto Cannon
Specifications;
Turret-able
Provides CIWS component to allow civilians access to the weapons tech for defensive purposes.
Max Size 1HS.
Reduction techs.
100% Size 100% Accuracy
75% Size 80% Accuracy
50% Size 60% Accuracy
25% Size 40% Accuracy
Baseline 10 projectiles per 5 second increment (120 Rounds Per Minute), double and triple fire rate techs
1 Damage per projectile.
Max Range 10km
0. 1 MSP (Missile Size Point) per increment of ammunition.
Other Considerations
A spinal design tag added to prevent more than a SINGLE spinal weapon regardless of type, similar to the tag given to engines.
A Minimum targetable (Combat) range of 2km, to take advantages of the increase in processor time. (Ignorant of C# code base, if this is not true please let me know. )
Ammunition
Production. 1 point of Ammunition requires . 25 Duranium and can be produced in ordnance factories.
Types. There should only be one type of ammunition and it is used universally between the different weapon systems.
(Half Ton slugs of Duranium cut to size on-board the ship)
Transport. These should only be able to be transported within a magazine, civilian or military.
It doesn't make sense to me that civilian ships can have CIWS missile defenses but not have to pay any cost for the systems.
Regards
Frank