Aurora 4x

C# Aurora => C# Mechanics => Topic started by: Jorgen_CAB on October 06, 2021, 03:24:42 PM

Title: Railguns mechanic
Post by: Jorgen_CAB on October 06, 2021, 03:24:42 PM
I was pondering the other day why the new smaller railguns did not follow the same logic that smaller laser does, as it stands there is almost no incentive to use railguns that shoots 4 shots in one turn unless you can do it in 5 or 10 second increment. It pretty much always will be beneficial to build a railgun that fire once, but can fire every 5 second turn.

So... I wonder why railguns like lasers are not less efficient and require more power per shot when you make them smaller. The slightly larger size per shot is really not an issue.

One example is a 30cm railgun that fire one shot have a weight of 146t, three of them are 438t. One standard railgun weigh 450t. Lets say the power plant of the first three has a weight of 83t and for the latter it is 39t... so that is 527t versus 489t so roughly the same total weight... but the smaller guns also is cheaper so will have a small beneficial impact on the ships maintenance efficiency as well. The three smaller guns fire once every turn while the large one fire once every 20 seconds. That means the three smaller guns have three times the damage output but fires only three times per turn so slightly less alpha damage, but over all the effect is so small it probably will not be important.

In any way railguns are now super effective in regards to damage output versus other weapon systems.

Should railguns really have this much more offensive firepower or is it something that never was intended to be used this way. Personally I never liked the way railguns worked before so I like the change overall as a princip... I just think that smaller lasers is really underwhelming in comparison to smaller railguns when you compare them.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 06, 2021, 06:19:45 PM
I recall that the original idea of the reduced shot railguns was to make it easier to mount them on fighters, based on the B5-theme campaign Steve was playing at the time using railgun fighters, surprise surprise.

I am not sure that Steve had worked out how mounting single-shot railguns of large calibers could be used to replace full-size railguns to provide higher DPS. As it is you can put out around ~3x the DPS at the cost of only 75% as great of an alpha strike, once you account for necessary power plants to charge so many capacitors. I am split on whether this is a good thing for "game balance" (yes, yes, "Aurora isn't a balanced game"...). On one hand, it gives railguns a very strong niche as high DPS with a close range. On the other hand, I am not sure if it is not too strong to the point where the classic four-shot flavor mechanic of railguns is forgettable by comparison.

If we want to nerf the reduced shot railguns, I think it can be as simple as reducing range, maybe not proportionally but by a square-root rule so that a single-shot railgun has 1/2 the range of a four-shot railgun. I think this would preserve a balance between different sizes as the full-size weapons have lower DPS but longer range and of course alpha strike capability.

Another option would be doing something like what was done with lasers and cutting the recharge rate down proportionally. Unlike lasers, this can simply be proportional i.e. a single-shot railgun has 1/4 the recharge rate as a four-shot railgun, so that DPS is the same in each case. This means that reduced shot railguns only have a niche as a way to mount a large weapon on a small platform (fighter/FAC) which I think was the original intention. However, this does feel very limiting for what is a fun new feature as reduced shot versions are now strictly inferior...

Alternatively we can ask if the balance is fine as-is, and if instead we need to buff reduced-size lasers? Here I am not sure. In my mind, for Aurora "game balance" means not that everything is equal but that everything in the game has a purpose and a niche which is not eclipsed by some other feature or mechanic. In this sense, reduced size lasers do have a niche (put a big, long-range laser on a small fighter or FAC and point them at the enemy). So personally I do not think reduced size lasers need any buffs to remain functional even if they are in most cases unimpressive (admittedly, this is in large part because beam fighters are unimpressive as long as missiles are a thing).

IMO, the railgun balance is okay as it is but I do feel like reduced shot railguns are generally preferable to full-size versions for large calibers. If a change is needed I think the range reduction I proposed as sqrt(size) would be perfectly suitable.
Title: Re: Railguns mechanic
Post by: Garfunkel on October 06, 2021, 06:52:34 PM
The big thing is ROF. You can have otherwise equal 45cm RG's but one fires every 5 seconds while the other fires every 45 seconds. It doesn't matter that the latter fires 4 times because the former has fired NINE times. It's really unintuitive that a weapon meant for beam fighters is actually better than the normal version of the weapon in all cases. Well, except for PD, maybe and I kinda doubt that too.

I agree with you on Aurora balance - there's no reason to try to make everything equal and that would just destroy lot of the character of Aurora, and I doubt Steve would ever go for it anyway. But all weapons should have a niche & role to play and currently single-shot RGs are just too powerful that they eclipse multi-shot ones.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 07, 2021, 04:43:12 PM
I think the Railgun under the current rules do a bit too much damage even at longer ranges... let's say the above railgun have a max beam sensor tech of 384.000 km... at 360.000 km three railguns will do 6 damage every 5 seconds. Now a 30cm Soft X-Ray laser do only 18 damage every 20 seconds at this stage so all in all the railguns do a total of 24 damage (versus 8 for a normal one) in 20 seconds.

Sure, the lasers will cut deeper into the armour as they do more damage in one go, so still is more dangerous at range, but I do think that these new railguns probably are too strong at these ranges.
Title: Re: Railguns mechanic
Post by: Droll on October 07, 2021, 05:08:46 PM
The big thing is ROF. You can have otherwise equal 45cm RG's but one fires every 5 seconds while the other fires every 45 seconds. It doesn't matter that the latter fires 4 times because the former has fired NINE times. It's really unintuitive that a weapon meant for beam fighters is actually better than the normal version of the weapon in all cases. Well, except for PD, maybe and I kinda doubt that too.

I agree with you on Aurora balance - there's no reason to try to make everything equal and that would just destroy lot of the character of Aurora, and I doubt Steve would ever go for it anyway. But all weapons should have a niche & role to play and currently single-shot RGs are just too powerful that they eclipse multi-shot ones.

I wouldn't say that the multi-shots are completely eclipsed. For small-medium ships like FACs and corvettes having a multi-shot means that you can stuff more firepower under a single weapon FC. Which can often be significant for these smaller sizes. Similar situation with turrets.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 07, 2021, 06:12:01 PM
The big thing is ROF. You can have otherwise equal 45cm RG's but one fires every 5 seconds while the other fires every 45 seconds. It doesn't matter that the latter fires 4 times because the former has fired NINE times. It's really unintuitive that a weapon meant for beam fighters is actually better than the normal version of the weapon in all cases. Well, except for PD, maybe and I kinda doubt that too.

I agree with you on Aurora balance - there's no reason to try to make everything equal and that would just destroy lot of the character of Aurora, and I doubt Steve would ever go for it anyway. But all weapons should have a niche & role to play and currently single-shot RGs are just too powerful that they eclipse multi-shot ones.

I wouldn't say that the multi-shots are completely eclipsed. For small-medium ships like FACs and corvettes having a multi-shot means that you can stuff more firepower under a single weapon FC. Which can often be significant for these smaller sizes. Similar situation with turrets.

On a FAC you probably would want one single weapon system so you can fit it under a single fire-control... but larger than that then a full size fire control are probably not a big problem. But small beam ships are so inefficient anyway in Aurora unless you are up against unarmed ships so I don't think it matters that much to be honest.
Title: Re: Railguns mechanic
Post by: Ektor on October 26, 2021, 09:11:45 PM
Single shot railguns should be caliber limited.
Title: Re: Railguns mechanic
Post by: Steve Walmsley on October 27, 2021, 04:01:38 AM
Single shot railguns were intended as a solution for small craft. I hadn't realised the implications of being able to stack power plants for larger weapons to generate increased DPS. Unless someone comes up with a good reason against it, I will limit the calibre for v2.0 as suggested above.
Title: Re: Railguns mechanic
Post by: Garfunkel on October 27, 2021, 05:06:16 AM
I doubt it'd nerf beam fighters or FACs so I'm all for it.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 27, 2021, 05:54:39 AM
Yes... limit the weapons to calibers so you can mount them into fighter hulls at some levels but not so much that it becomes the stock and trade for all Railgun calibers even on larger ships.
Title: Re: Railguns mechanic
Post by: Zincat on October 27, 2021, 06:14:09 AM
I agree to limiting single shot RG to small calibers. It's a good idea, right now they simply do too much damage, if one wants to minmax.

I also think,but that's an entirely different topic, that railguns are too powerful when used as point defense considered the VERY minimal research necessary to make them decent at it. They are MUCH better than laser in that regard, so with a low tech investment you get decent point defense and good long range damage for larger weapons.
And yes, gauss are much better, but that's only after dumping a lot of research into them....
Title: Re: Railguns mechanic
Post by: Iceranger on October 27, 2021, 10:16:20 AM
Single shot railguns were intended as a solution for small craft. I hadn't realised the implications of being able to stack power plants for larger weapons to generate increased DPS. Unless someone comes up with a good reason against it, I will limit the calibre for v2.0 as suggested above.

I honestly prefer keeping the single-shot railguns as they are, even if the higher DPS is not intended.

I love the flexible ship design system and love min/maxing ship designs. I know this is probably not the preferred way to play to many of us, but I find it fun to be able to design ships very potent in one aspect but perhaps totally lacking in others. The old meson (which is probably the only weapon that makes beam fighters competitive), and the single-shot railguns are good options to have in this way. To be honest, I don't like the changes that take such possibilities away. Such changes make the game less flavorful.

I don't think leaving them as they are has that much of an impact. The NPRs do not min/max to utilize such advantages. And for RP purposes, if it does not fit in my empire, 'No large-caliber single-shot railguns' sounds like a perfectly reasonable self-imposed rule.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 27, 2021, 10:44:29 AM
Single shot railguns were intended as a solution for small craft. I hadn't realised the implications of being able to stack power plants for larger weapons to generate increased DPS. Unless someone comes up with a good reason against it, I will limit the calibre for v2.0 as suggested above.

Personally I would prefer to keep the option to have reduced shot railguns of any caliber. It offers more options for ship design, and adding an arbitrary caliber limit seems like the kind of "unusual exception" that C# tries to avoid.

I would rather see some downside added so that reduced-shot and full-caliber railguns both retain useful niches. Something as simple as a reduction of the range modifier by N/4 where N = number of shots, so that the reduced-shot railguns still offer a high-DPS option but at extremely short range, would be interesting. There might be some concern with going under 10 kkm range particularly for the 10cm railguns, but this can be a "buyer beware" concern IMO as we have other systems such as BFCs where the player is not prevented from designing a poorly-functioning system.

Another option would be to reduce ROF with smaller sizes, as with reduced-size lasers, but I am not sure this is desired or makes a lot of sense for railguns.

E: Another option: let the design ROF be the ROF of the full-size railgun with whatever capacitor technology is selected, and then reduce the capacitor size of a reduced-shot railgun and preserve the same ROF. For example, a 12cm railgun (6 power) with a C3 capacitory will have ROF 10; if I then select the two-shot variation, it will have a C1.5 capacitor in the design (even though C3 tech is selected) and thus still have ROF 10 even though the required power per increment is reduced. I think this makes sense, avoids weird exceptions and arbitrary limits, and allows reduced-size railguns of any caliber to be an option for smaller craft without affecting large ship balance.
Title: Re: Railguns mechanic
Post by: alex_brunius on October 27, 2021, 11:21:47 AM
E: Another option: let the design ROF be the ROF of the full-size railgun with whatever capacitor technology is selected, and then reduce the capacitor size of a reduced-shot railgun and preserve the same ROF. For example, a 12cm railgun (6 power) with a C3 capacitory will have ROF 10; if I then select the two-shot variation, it will have a C1.5 capacitor in the design (even though C3 tech is selected) and thus still have ROF 10 even though the required power per increment is reduced. I think this makes sense, avoids weird exceptions and arbitrary limits, and allows reduced-size railguns of any caliber to be an option for smaller craft without affecting large ship balance.

Yeah, I was about to suggest something similar. It does make sense to cap ROF to be same regardless of amount of shots fired.
Title: Re: Railguns mechanic
Post by: Ektor on October 27, 2021, 11:22:54 AM
I mostly use single shot railguns for PD screens. I like the choice between cheap railguns that you need to design a ship around, or turreted gauss for the expensive, but effective choice.
Title: Re: Railguns mechanic
Post by: Steve Walmsley on October 27, 2021, 11:26:31 AM
E: Another option: let the design ROF be the ROF of the full-size railgun with whatever capacitor technology is selected, and then reduce the capacitor size of a reduced-shot railgun and preserve the same ROF. For example, a 12cm railgun (6 power) with a C3 capacitory will have ROF 10; if I then select the two-shot variation, it will have a C1.5 capacitor in the design (even though C3 tech is selected) and thus still have ROF 10 even though the required power per increment is reduced. I think this makes sense, avoids weird exceptions and arbitrary limits, and allows reduced-size railguns of any caliber to be an option for smaller craft without affecting large ship balance.

Yeah, I was about to suggest something similar. It does make sense to cap ROF to be same regardless of amount of shots fired.

Yes, that would solve the problem without requiring a special rule. It's much better.
Title: Re: Railguns mechanic
Post by: Zincat on October 27, 2021, 11:36:39 AM
E: Another option: let the design ROF be the ROF of the full-size railgun with whatever capacitor technology is selected, and then reduce the capacitor size of a reduced-shot railgun and preserve the same ROF. For example, a 12cm railgun (6 power) with a C3 capacitory will have ROF 10; if I then select the two-shot variation, it will have a C1.5 capacitor in the design (even though C3 tech is selected) and thus still have ROF 10 even though the required power per increment is reduced. I think this makes sense, avoids weird exceptions and arbitrary limits, and allows reduced-size railguns of any caliber to be an option for smaller craft without affecting large ship balance.

Ohh I like it. Much better than an arbitrary caliber restriction. Well thought out.
Title: Re: Railguns mechanic
Post by: Bremen on October 27, 2021, 11:43:04 AM
If you go with the standardized rate of fire idea (the same regardless of number of shots) would it be worth increasing the cost/size reduction? Currently the scaling makes a 1 shot railgun approximately 1/3rd the size/cost of a 4 shot, which is pretty inefficient if they have the same ROF. Previously even the small caliber ones ended up considerably cheaper since you could use lower capacitor techs for them.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 27, 2021, 12:23:39 PM
If you go with the standardized rate of fire idea (the same regardless of number of shots) would it be worth increasing the cost/size reduction? Currently the scaling makes a 1 shot railgun approximately 1/3rd the size/cost of a 4 shot, which is pretty inefficient if they have the same ROF. Previously even the small caliber ones ended up considerably cheaper since you could use lower capacitor techs for them.

I think it is fine as it is. Many component types in Aurora becomes more cost-efficient as they scale up in size (true for, e.g., fuel storage, Cargo/cryo/troop transports, etc.) and in this case the reduced-shot railguns are really only for smaller craft so we aren't balancing the costs of mounting 40 single-shot guns versus 10 four-shot guns.

Note that if we make them the same cost, the single-shot railguns again become superior in most cases due to reduced research costs, increasing ship HTK, etc. so it is better for balance to have a cost premium attached to the size reduction.
Title: Re: Railguns mechanic
Post by: xenoscepter on October 27, 2021, 03:44:52 PM
If you go with the standardized rate of fire idea (the same regardless of number of shots) would it be worth increasing the cost/size reduction? Currently the scaling makes a 1 shot railgun approximately 1/3rd the size/cost of a 4 shot, which is pretty inefficient if they have the same ROF. Previously even the small caliber ones ended up considerably cheaper since you could use lower capacitor techs for them.

 --- Perhaps I am mis-understanding things, but the suggestion was not to merely cap the RoF, but rather to force a lower Capacitor to be used, ergo the cost-savings of those lower capacitors would be preserved. So despite a 3 Capacitor being put in the reduced shot gun only 1.5 would count, ergo you would reduce the capacitor to 1.5 or less.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 27, 2021, 04:06:37 PM
If you go with the standardized rate of fire idea (the same regardless of number of shots) would it be worth increasing the cost/size reduction? Currently the scaling makes a 1 shot railgun approximately 1/3rd the size/cost of a 4 shot, which is pretty inefficient if they have the same ROF. Previously even the small caliber ones ended up considerably cheaper since you could use lower capacitor techs for them.

 --- Perhaps I am mis-understanding things, but the suggestion was not to merely cap the RoF, but rather to force a lower Capacitor to be used, ergo the cost-savings of those lower capacitors would be preserved. So despite a 3 Capacitor being put in the reduced shot gun only 1.5 would count, ergo you would reduce the capacitor to 1.5 or less.

The idea is that the capacitor tech is the same for all variants, the actual capacitor power is simply reduced proportionally. I'm not actually sure what this would do to the cost as I don't know how Aurora computes the cost, if it is based on the tech or the capacitance value. Either way I am sure Steve will make sure that the cost balance is as desired so that large ships will prefer 4-shot railguns as intended.
Title: Re: Railguns mechanic
Post by: Density on October 27, 2021, 04:33:12 PM
If you go with the standardized rate of fire idea (the same regardless of number of shots) would it be worth increasing the cost/size reduction? Currently the scaling makes a 1 shot railgun approximately 1/3rd the size/cost of a 4 shot, which is pretty inefficient if they have the same ROF. Previously even the small caliber ones ended up considerably cheaper since you could use lower capacitor techs for them.

 --- Perhaps I am mis-understanding things, but the suggestion was not to merely cap the RoF, but rather to force a lower Capacitor to be used, ergo the cost-savings of those lower capacitors would be preserved. So despite a 3 Capacitor being put in the reduced shot gun only 1.5 would count, ergo you would reduce the capacitor to 1.5 or less.

It depends on a bit of data that isn't clear on slurpee's excelent suggestion, which is whether the costs to research/build the design is using the capacitor selected (3 in this example) or the capacitor used (1.5 same example), so people may be assuming different things. Unless they meant the savings on the research cost of the Capacitor Rate tech needed to reach a target RoF on any given large-caliber, single-shot railgun vs the research cost to get the same RoF on the four-shot version. 'Cuz that goes away, as it should.

As an aside, there would not be an "or less." With this suggestion, any two-shot railgun where capacitor rate 3 was selected would result in a design with a capacitor rate 1.5. If you wanted the end result to be less, you'd select a cap rate that was less than 3 from the pull-down (and it would calculate RoF using that).
Title: Re: Railguns mechanic
Post by: KriegsMeister on October 27, 2021, 07:06:24 PM
So I have always been intrigued about why railguns were even multi-shot to begin with.  What was the original reasoning for Steve to makethis design choice either IRL or in-game lore reasons.  As well as some questions of other weapons.  I think it's a little silly to not talk about Guass cannons, being the sister kinnetic beam, in comparison to rails and my main gripes are why they only do 1 damage and can be turreted while rails can not.  My understanding of their real life mechanics are basic, but I don't think the game mechanics really line up well. 

First, Gauss weapons, or otherwise known as Coilguns, send an electric current through either a single or multiple coils to create a magnetic field.  A magnetic object is then pulled in from one end of the coil(s) and pushed out the other end.   It requires obscene amounts of energy to achieve decent velocities with any meaningful amount of mass.  However,, they are generally very energy efficient since you can turn it on and push as many projectiles through as you want with out much degradation of velocity/energy of subsequent shots. 

Railguns, on the other hand, are made of 2 conductive rails, closed at one end and open at the other.  An electrical current is passed through the rails and a conductive object placed between (either the projectile itself, or a sabot/sled that carry the projectile).  The projectile is then accelerated away from the base of the rails via the Lorentz force.  The benefits of rail guns compared to coils, is that they are significantly cheaper to construct and can more easily achieve higher velocities with the same amount of energy.  With the one major drawback being almost total energy loss with each shot.

With that being said, my suggestion would be a little more involved change to the designing of rails/gauss's but would still keep their current roles in game.  First, I'd make both have caliber, velocity, and capicitor techs, removing gauss accuracy tech.  I'd make both turretable, because why not.  While both use capacitors, they have different effects.  On gauss they would be basically the same as the original rate of fire tech, increasing power = more rounds.  Rails however would get a multiplier to velocity which would increase range and damage.  This would inturn make these weapons very similar but increasing capictor give Gauss more dps but rails more alpha and range.  So a 10cm Gauss would still do 1 damage and be short range and rapid fire, ideal for PD.  10 cm rail could extend range and damage but that damage would be wasted on missiles, though might be better for anti-fighter/fac work and double as PD in a pinch.  And this relationship of short range/good dps and long range/good alpha would continue in larger calibers.  Possibly make rails a bit cheaper for given the same caliber/base velocity/capacitor in comparison.  This would require more involved mathing and testing then I am capable of doing to find a right balance. 

This is definitely a much more roundabout way to "fixing" large single shot rails, I do think it could be a little bit more beneficial.  If not I do like nuclearslurpee's suggestion of just making capacitor/RoF fixed for a given caliber with reduced shots.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 27, 2021, 07:29:18 PM
This would inturn make these weapons very similar but increasing capictor give Gauss more dps but rails more alpha and range.

This is really the crux of the reason here. The way Railguns and Gauss are currently implemented ensures that they are each very different in use and abilities, with railguns as short-range DPS specialist weapons with decent PD ability and Gauss as the premiere PD weapon with limited anti-ship utility. While it might be "more physically accurate" to make the weapons more similar with some slight differences, it doesn't really accomplish anything to make weapon and ship design interesting mechanically.

I would make an analogy to lasers and particle beams. In terms of physics, there is not really any reason why a laser should lose damage over distance while a particle beam should not, nor is there a particularly good reason why a particle beam should have much shorter range than a laser as the difference between lightspeed and 0.99*c is not 10,000s km of range. However in terms of game mechanics the difference weapon types offer very different tactical uses as they currently stand.

If we insist on demanding physical realism in out futuristic sci-fi fantasy weapons (...), we also have to question why reducing the size of our Gauss cannons reduces their accuracy, or indeed what prevents us from putting a railgun into a turret (or a plasma cannon, particle beam, etc...). It is of course always fine to have new additions to the game which are inspired by real (or theoretical) physics, but to demand physical accuracy at the cost of good gameplay is usually a non-starter. The gap between physics and game mechanics is filled by this mystical force known as "roleplay" and this is where the best magic of Aurora happens.  :)

For what it is worth... I think the current implementations are decently in line with physics, not perfectly but reasonably. Railguns use capacitors which represents that only limited shots can be fired before exhausting the energy (or for that matter destroying the weapon barrel), while Gauss cannons are able to maintain a continuous fire by running the coils continuously. This makes sufficient sense even if the more intimate details are subject to the waving of hands.
Title: Re: Railguns mechanic
Post by: Garfunkel on October 27, 2021, 08:35:38 PM
Limiting the ROF of single-shot RG is a great idea and it also works logically - the weapon is smaller and thus can only accept a smaller capacitor - without having to create a special rule, and it closes the problem, which was that a large calibre SS RG was in every instance superior to a large calibre MS RG making the latter completely obsolete in normal play and a design trap for pvp.
Title: Re: Railguns mechanic
Post by: Steve Walmsley on October 28, 2021, 03:15:06 AM
If we insist on demanding physical realism in out futuristic sci-fi fantasy weapons (...), we also have to question why reducing the size of our Gauss cannons reduces their accuracy, or indeed what prevents us from putting a railgun into a turret (or a plasma cannon, particle beam, etc...). It is of course always fine to have new additions to the game which are inspired by real (or theoretical) physics, but to demand physical accuracy at the cost of good gameplay is usually a non-starter. The gap between physics and game mechanics is filled by this mystical force known as "roleplay" and this is where the best magic of Aurora happens.  :)

Yes, completely agree. Plus you don't have to call them lasers and railguns when you design the weapons. In a recent 40k campaign, weapons were all given different names: "In order to utilise the nomenclature of the Imperial Navy, railguns of 12cm or more will be named weapon batteries, gauss turrets will become defence turrets, CIWS are commercial defence turrets, 10cm railguns on small craft will be lascannon, particle beams will be lance batteries, lasers will be bombardment cannon and missiles will become torpedoes."
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 28, 2021, 08:28:52 AM
Yes... Railguns often become plasma cannons in my game as they a bit better represent by a few ball of plasma fired in rapid sequence as a rail gun should would not really loose kinetic energy in space.

Particle beams or lances probably are more Railgun like to be honest if you want to go down that route.

Carronades often become energy torpedoes for close range high damage weapons and simply plasma weapons for ground forces.

I think that Lasers probably are the weapons that is most like what it's real counterpart would be if we look at realism.

Missiles can be called missiles or torpedoes. Torpedoes make sense by the pure fact they are fired in the same medium that the ship is moving through, so make more logical sense than missiles in some sense.

But in the end it comes down to role-play so any system can represent any type of weapons that you like.
Title: Re: Railguns mechanic
Post by: serger on October 28, 2021, 10:08:39 AM
I think what bothers most of us (those who think some naming isn't suitable) is that we have to look at the word "missile" or "railgun" and think "it's not what is writen", and while we can rename any model to have ready and nice ship class description textbox - we'll continue to see wrong names at research windows/logs, etc.

You can have any roleplay, yet textual inconsistency is what ruins your roleplay picture constantly, making you tired and irritable of constant strain to remember what name is right and what is wrong - that's the problem.

That's why I have suggested to make tech branch names editable and exportable as a part of campaign settings (tech names scheme), so we'll have to rename such thing once and have our roleplays unfold smoothly throuout the rest of the game.
Title: Re: Railguns mechanic
Post by: Droll on October 28, 2021, 11:26:24 AM
Particle beams or lances probably are more Railgun like to be honest if you want to go down that route.

I honestly am for railguns and particle beams being swapped around name wise. When I first used railguns I was really surprised by the fact that a kinetic weapon in space is suffering from damage falloff.

On the other hand particle beams/lances are exactly what I expected railguns would behave like so they are usually named as railguns instead.
Title: Re: Railguns mechanic
Post by: Blogaugis on October 28, 2021, 11:53:41 AM
My idea about railgun economy would be, if the statement about single-shot railguns being superior in every aspect to multiple-shot railguns is true, this:
Less shot railguns should generally take up less space, and resources. As a single entity, that is.
More shot railguns are more bulky, but more efficient overall, especially when mass-produced. Think of it as this way - you don't need more components for a single multiple barrel weapon, than several single barrel weapons.
Right now it looks like this:
Code: [Select]
10cm Railgun V10/C1/S1
Damage Per Shot (1) 1     Rate of Fire 5 seconds     Range Modifier 10,000
Max Range 10,000 km     Railgun Size 0.975 HS  (49 tons)    Railgun HTK 0
Power Requirement 0.75    Recharge Rate 1
Cost 0.9    Crew 3
Development Cost 67 RP

Materials Required
Duranium  0.2
Neutronium  0.5
Boronide  0.2
And 4 shot:
Code: [Select]
10cm Railgun V10/C1
Damage Per Shot (4) 1     Rate of Fire 15 seconds     Range Modifier 10,000
Max Range 10,000 km     Railgun Size 3.0 HS  (150 tons)    Railgun HTK 1
Power Requirement 3    Recharge Rate 1
Cost 1.7    Crew 9
Development Cost 92 RP

Materials Required
Duranium  0.3
Neutronium  1.0
Boronide  0.3
...
Wait a minute, who said that multiple shot railguns are worse in every aspect? They still require less resources than 4 single shot railguns...
Still, what I propose is this:
Code: [Select]
10cm Railgun V10/C1/S1
Damage Per Shot (1) 1     Rate of Fire 5 seconds     Range Modifier 10,000
Max Range 10,000 km     Railgun Size 1 HS  (50 tons)    Railgun HTK 0
Power Requirement 1    Recharge Rate 1
Cost 1    Crew 3
Development Cost 67 RP

Materials Required
Duranium  0.2
Neutronium  0.5
Boronide  0.2
and 4 shot:
Code: [Select]
10cm Railgun V10/C1
Damage Per Shot (4) 1     Rate of Fire 15 seconds     Range Modifier 10,000
Max Range 10,000 km     Railgun Size 4-0.32=3.68 HS  (184 tons)    Railgun HTK 1
Power Requirement 4-0.32=3.68    Recharge Rate 1
Cost 4-0.32=3.68    Crew 12-0.96≈11
Development Cost 92 RP

Materials Required
Duranium  0.8 - 0.064 = 0.736
Neutronium  2.0 - 0.16 = 1.84
Boronide  0.8 - 0.064 = 0.736
Basically, every additonal shot reduces the price in materials, power requirement and size by 2%.
I also suggest that it would be... better, to have a separate technology line for more shot railguns, which means that 1 shot railgun is the default starting technology. But, who said you can't make a 100-shot railgun? Well, have theoretical designs for it, at least?
We might encounter a problem with this - with so many shots, you'd eventually make that 2% into a 100% and more, which could result in the builder getting resources... So, I offer either - make diminishing returns after... 10 shots? Meaning you'll no longer get as 2% but 1.98%; 1.96% etc... Or, set the hard limit to 25%. Personally, I'd prefer a diminishing returns approach, if it's not too hard, at least.
This is the rough idea about the economy behind it. Perhaps more values can be tweaked? Maybe that 2% has to be a different number?
Still, a fantasy of 1000-shot railguns being achievable would be nice...
Title: Re: Railguns mechanic
Post by: TheBawkHawk on October 28, 2021, 01:11:00 PM
I honestly am for railguns and particle beams being swapped around name wise. When I first used railguns I was really surprised by the fact that a kinetic weapon in space is suffering from damage falloff.

On the other hand particle beams/lances are exactly what I expected railguns would behave like so they are usually named as railguns instead.

I find myself doing this very often in my games, particle beams being called railguns/mass drivers, and railguns being called some version of particle/plasma guns.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 28, 2021, 01:54:26 PM
I think what bothers most of us (those who think some naming isn't suitable) is that we have to look at the word "missile" or "railgun" and think "it's not what is writen", and while we can rename any model to have ready and nice ship class description textbox - we'll continue to see wrong names at research windows/logs, etc.

You can have any roleplay, yet textual inconsistency is what ruins your roleplay picture constantly, making you tired and irritable of constant strain to remember what name is right and what is wrong - that's the problem.

That's why I have suggested to make tech branch names editable and exportable as a part of campaign settings (tech names scheme), so we'll have to rename such thing once and have our roleplays unfold smoothly throuout the rest of the game.

If it is super important to you it can be changed in the database if you like, so you can call any technology whatever you like.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 28, 2021, 02:39:32 PM
I think what bothers most of us (those who think some naming isn't suitable) is that we have to look at the word "missile" or "railgun" and think "it's not what is writen", and while we can rename any model to have ready and nice ship class description textbox - we'll continue to see wrong names at research windows/logs, etc.

You can have any roleplay, yet textual inconsistency is what ruins your roleplay picture constantly, making you tired and irritable of constant strain to remember what name is right and what is wrong - that's the problem.

That's why I have suggested to make tech branch names editable and exportable as a part of campaign settings (tech names scheme), so we'll have to rename such thing once and have our roleplays unfold smoothly throuout the rest of the game.

If it is super important to you it can be changed in the database if you like, so you can call any technology whatever you like.

Exactly this. You can even, if it irritates you, not only rename Particle Beams as Railguns/Mass Drivers, but set their relevant technologies to be Missile/Kinetic instead of Energy Weapon specialty.

Additionally, changing the category names in DIM_ResearchCategories should rename the component type in the component design window dropdown list, so you don't have to remember to design a "Particle Beam" when you want a new 50cm Mass Driver or what have you.
Title: Re: Railguns mechanic
Post by: Garfunkel on October 28, 2021, 10:43:10 PM
Wait a minute, who said that multiple shot railguns are worse in every aspect?
It's about the large calibre ones. SS RG were meant to allow more options for fighters and FAC but because their ROF is higher than MS RG due to capacitors being vastly more effective for SS RG over MS RG, they turned out to be better for big ships than MS RG. For example, a 45cm SS RG will fire every 5 seconds whereas a 45cm MS RG will fire every 45 seconds. A ship loaded with the former will absolutely wreck a ship loaded with the latter.

Now while this only really matters for duels or other player-versus-player engagements, since NPR's do not use them, it is really counterintuitive that the gun with more shots is inferior in every way to the gun with less shots, especially as it's initially the other way around.
Title: Re: Railguns mechanic
Post by: Bremen on October 28, 2021, 11:46:11 PM
Wait a minute, who said that multiple shot railguns are worse in every aspect?
It's about the large calibre ones. SS RG were meant to allow more options for fighters and FAC but because their ROF is higher than MS RG due to capacitors being vastly more effective for SS RG over MS RG, they turned out to be better for big ships than MS RG. For example, a 45cm SS RG will fire every 5 seconds whereas a 45cm MS RG will fire every 45 seconds. A ship loaded with the former will absolutely wreck a ship loaded with the latter.

Now while this only really matters for duels or other player-versus-player engagements, since NPR's do not use them, it is really counterintuitive that the gun with more shots is inferior in every way to the gun with less shots, especially as it's initially the other way around.

Surely at most the difference could be 5 seconds and 20 seconds, since the 4x shot gun needs 4x more charge, correct?

I agree in principle with the idea that this is more powerful than intended for large single shot railguns, but it seems a shame to lose it entirely (which is basically what giving all railguns the same ROF regardless of shots will do, save an edge case on ships so small they can't use a full size railgun). It was an interesting idea that gave railguns a unique role.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 29, 2021, 12:16:49 AM
Wait a minute, who said that multiple shot railguns are worse in every aspect?
It's about the large calibre ones. SS RG were meant to allow more options for fighters and FAC but because their ROF is higher than MS RG due to capacitors being vastly more effective for SS RG over MS RG, they turned out to be better for big ships than MS RG. For example, a 45cm SS RG will fire every 5 seconds whereas a 45cm MS RG will fire every 45 seconds. A ship loaded with the former will absolutely wreck a ship loaded with the latter.

Now while this only really matters for duels or other player-versus-player engagements, since NPR's do not use them, it is really counterintuitive that the gun with more shots is inferior in every way to the gun with less shots, especially as it's initially the other way around.

Surely at most the difference could be 5 seconds and 20 seconds, since the 4x shot gun needs 4x more charge, correct?

Correct. In practice the single-shot guns can do about 3x as much DPS as the four-shot guns, due to the extra power plants needed to recharge so many weapons, but it is still a huge DPS spike that makes multiple-shot railguns considerably weaker in nearly every way - the only advantage four-shot railguns can have is alpha striking, which isn't really the railgun's forte.

Quote
I agree in principle with the idea that this is more powerful than intended for large single shot railguns, but it seems a shame to lose it entirely (which is basically what giving all railguns the same ROF regardless of shots will do, save an edge case on ships so small they can't use a full size railgun). It was an interesting idea that gave railguns a unique role.

Eh. Railguns already have a unique role as the best DPS weapon in the game, since compared to lasers or plasma they gain 33% of their damage points "for free" in terms of the required power to fire the weapon. All the single-shot exploit really does is hyper-optimize for that role in a way which really isn't intended and arguably breaks the game balance in a negative way, because ~3x DPS is really quite a lot of damage output.

It is worth noting that depending on how Railgun costs are implemented with respect to the capacitor level/tech, reduced-shot models may still have uses - for example they may be size-inefficient but cheaper to research and providing extra HTK compared to the full-shot models. So by bringing balance back to the Force railguns, there is an interesting if fairly minor design decision which can be made.
Title: Re: Railguns mechanic
Post by: Garfunkel on October 29, 2021, 02:10:30 AM
Whoops, that was a typo on my part - I meant to write 25 seconds in my example, where I compare these two:

45cm RG (4 shot) V80/C10 - 650 tons - Crew 39 - HTK 6 - Cost 554.3 - ROF 25
40cm RG (1 shot) V80/C10 - 178.75 tons - Crew 11 - HTK 1 - Cost 240 - ROF 5

At point-blank, the latter does 12 points of damage per hit whereas the former does 16 points of damage. So far so good, right? Well, you can have 3.64 of the single shot guns for one of the multi-shot guns. So even if you just have 3 guns it means you have room for more shield or armour or whatever, you'll do theoretically 12x3 versus 16x4, still okay. But then the ROF kicks in and this is where it breaks down because in 50 seconds of firing:

-the multi-shot 45cm RG can theoretically do 128 points of damage if each four shots hit both times the gun fires.
-the single shot 40cm RGs can pull off 360 points of damage if all three shots hit every 5 seconds.

And because the SS RGs are firing more often, missing a shot is less harmful whereas missed shots for the MS RG are far more detrimental. Only downside is increased MSP consumption but as said, using 3 SS RGs leaves you quite a bit of extra space.

Sure, the MS RG has more HTK and is slightly cheaper than the 3x SS RGs but that's a worthless advantage in comparison with the damage difference. This is why there really is no meaningful choice to make here: with large calibres, a SS RG is always better than a MS RG because you can get it down to ROF 5 and you can pack more of them in the same space. Only if you can get the MS RG down to ROF 10 (320 points which is still pretty far behind) or ROF 5 will it be competitive. But that requires big RP investment in capacitor tech and if tech parity exists, then your opponent can get bigger calibre SS RG's down into ROF 5 so they actually stay ahead.
Title: Re: Railguns mechanic
Post by: serger on October 29, 2021, 09:19:46 AM
Exactly this. You can even, if it irritates you, not only rename Particle Beams as Railguns/Mass Drivers, but set their relevant technologies to be Missile/Kinetic instead of Energy Weapon specialty.

Additionally, changing the category names in DIM_ResearchCategories should rename the component type in the component design window dropdown list, so you don't have to remember to design a "Particle Beam" when you want a new 50cm Mass Driver or what have you.

That's what I do every time indeed, with a slight risk to mess up horribly and a surrender of contributing in bug-hunting. :/
Title: Re: Railguns mechanic
Post by: Bremen on October 29, 2021, 11:31:01 AM
Whoops, that was a typo on my part - I meant to write 25 seconds in my example, where I compare these two:

45cm RG (4 shot) V80/C10 - 650 tons - Crew 39 - HTK 6 - Cost 554.3 - ROF 25
40cm RG (1 shot) V80/C10 - 178.75 tons - Crew 11 - HTK 1 - Cost 240 - ROF 5

At point-blank, the latter does 12 points of damage per hit whereas the former does 16 points of damage. So far so good, right? Well, you can have 3.64 of the single shot guns for one of the multi-shot guns. So even if you just have 3 guns it means you have room for more shield or armour or whatever, you'll do theoretically 12x3 versus 16x4, still okay. But then the ROF kicks in and this is where it breaks down because in 50 seconds of firing:

-the multi-shot 45cm RG can theoretically do 128 points of damage if each four shots hit both times the gun fires.
-the single shot 40cm RGs can pull off 360 points of damage if all three shots hit every 5 seconds.

And because the SS RGs are firing more often, missing a shot is less harmful whereas missed shots for the MS RG are far more detrimental. Only downside is increased MSP consumption but as said, using 3 SS RGs leaves you quite a bit of extra space.

Sure, the MS RG has more HTK and is slightly cheaper than the 3x SS RGs but that's a worthless advantage in comparison with the damage difference. This is why there really is no meaningful choice to make here: with large calibres, a SS RG is always better than a MS RG because you can get it down to ROF 5 and you can pack more of them in the same space. Only if you can get the MS RG down to ROF 10 (320 points which is still pretty far behind) or ROF 5 will it be competitive. But that requires big RP investment in capacitor tech and if tech parity exists, then your opponent can get bigger calibre SS RG's down into ROF 5 so they actually stay ahead.

It's really weird that you're using different calibers to illustrate the difference, since it's a specific example that makes the problem bigger. And then ignores things like power plants or the extra range of the larger railgun.

Let's try an example that uses the same size railgun and accounts for things like power plants:

4 shot 25cm Railgun V50/C3.75: 20 damage, ROF 20, 400 tons, HTK 4, Recharge Rate 3.75, Cost 72.6
1 shot 25cm Railgun V50/C3.75: 5 damage, ROF 5, 130 tons, HTK 1, Recharge Rate 3.75, Cost 36.3

Exact power plant tonnage varies based on the size/efficiency curve, but my standard powerplant in that game is 142.5 tons, produces 30.79 power, and costs 92.4. Adding that to the above numbers, we get:

4 shot 25cm Railgun V50/C3.75: 20 damage, ROF 20, 417.3 tons, HTK 4, Cost 83.9
1 shot 25cm Railgun V50/C3.75: 5 damage, ROF 5, 147.3 tons, HTK 1, Cost 47.6

By any measure except burst damage and point defense fire, that still greatly favors the single shot - it does about 2.8x as much DPS per ton and about 1.8x as much dps per cost (which is less of a factor, as the support systems on a warship often cost significantly more than the weapon itself), but I think your example considerably exaggerated it.

My complaint is more that simply giving them the same ROF just reverses it - the multishot maintains the advantage in burst fire and point defense but now does 1.3x as much dps per ton, meaning reduced shot railguns will basically never be used and it's otherwise a quite cool mechanic.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 29, 2021, 11:48:42 AM
By any measure except burst damage and point defense fire, that still greatly favors the single shot - it does about 2.8x as much DPS per ton and about 1.8x as much dps per cost (which is less of a factor, as the support systems on a warship often cost significantly more than the weapon itself), but I think your example considerably exaggerated it.

This is the correct analysis. Depending on your power plant technology and choice of railgun caliber, you're looking at roughly ~3x DPS over the four-shot models. Not as bad as a straight 4x increase, due to railgun size penalties and need for more power plants, but pretty extreme still.

Quote
My complaint is more that simply giving them the same ROF just reverses it - the multishot maintains the advantage in burst fire and point defense but now does 1.3x as much dps per ton, meaning reduced shot railguns will basically never be used and it's otherwise a quite cool mechanic.

I think the idea is that reduced-shot railguns are a specialized weapon and not the default, and in this role they will have uses.

The original use case was to buff beam fighters by giving some more weapon options. a 4-shot 25cm or 30cm railgun cannot be mounted on a useful fighter, while a single-shot model can be. Of course beam fighters are generally considered a fairly weak class of ships, but if players want to use them it is fine to give them more options for weapons.

You can also see uses for smaller ships in the 1,000-3,000 ton range where weapon size breakpoints are more important, to fit an extra reduced-shots weapon into some tonnage where a full-size railgun will not fit. Even for FACs the very large calibers are not always mountable at full size, so something like a two-shot 50cm railgun could be desirable.

Basically, even if it is not a widely-used option I think the reduced-shot railguns will have uses even while being less efficient, and in Aurora it is okay if not every weapon or option is as widely useful as every other (except for mesons which are completely useless). The original intention was to give fighters and small craft a few more options and I think this is still very much accomplished.
Title: Re: Railguns mechanic
Post by: Bremen on October 29, 2021, 12:25:14 PM
The original use case was to buff beam fighters by giving some more weapon options. a 4-shot 25cm or 30cm railgun cannot be mounted on a useful fighter, while a single-shot model can be. Of course beam fighters are generally considered a fairly weak class of ships, but if players want to use them it is fine to give them more options for weapons.

I suspect beam fighters and FACs will mainly use 4shot 10cm or 12cm railguns, which will have far higher DPS than larger caliber single shot weapons at the expense of range, which matters less for fighters as they can generally close quickly. The multishot small railguns also have the advantage of powerful point defense capabilities on squadrons of fighters, which can be quite useful.

I feel like reduced fire rate railguns will probably only show up on the very rare edge cases of fighters so small they can't effectively use a 4shot 10cm railgun.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 29, 2021, 12:30:27 PM
I suspect beam fighters and FACs will mainly use 4shot 10cm or 12cm railguns, which will have far higher DPS than larger caliber single shot weapons at the expense of range, which matters less for fighters as they can generally close quickly. The multishot small railguns also have the advantage of powerful point defense capabilities on squadrons of fighters, which can be quite useful.

I feel like reduced fire rate railguns will probably only show up on the very rare edge cases of fighters so small they can't effectively use a 4shot 10cm railgun.

1000t FAC probably can mount fairly large Railguns if they come at reduced size.

The way the game mechanic work there is no reason why larger ships should get more powerful Railguns by making them single shot, Railguns already have more damage at close range than all other types of weapons.

Also, beam fighters already is a rather sub optimal platform so it is mainly there for role-play or as PD for fighters groups or to engage other fighters or lightly armed ships.
[/quote]
Title: Re: Railguns mechanic
Post by: Density on October 29, 2021, 03:12:21 PM
My complaint is more that simply giving them the same ROF just reverses it - the multishot maintains the advantage in burst fire and point defense but now does 1.3x as much dps per ton, meaning reduced shot railguns will basically never be used and it's otherwise a quite cool mechanic.

On one level, I understand your position. On another level, I feel like you're arguing that a quad-turret should fire four times slower than a single weapon turret.

I suspect beam fighters and FACs will mainly use 4shot 10cm or 12cm railguns, which will have far higher DPS than larger caliber single shot weapons at the expense of range, which matters less for fighters as they can generally close quickly. The multishot small railguns also have the advantage of powerful point defense capabilities on squadrons of fighters, which can be quite useful.

I feel like reduced fire rate railguns will probably only show up on the very rare edge cases of fighters so small they can't effectively use a 4shot 10cm railgun.

Clearly, DPS is the only possible metric for viable designs, which is why no one uses box launchers or reduced-size lasers.


The reduced-shot railgun was introduced to expand the design space. But as it is currently implemented the single-shot rail just out-performs the full size version, which means that the design space has changed, but hasn't expanded (except into the very rare edge case of fighters so small they can't effectively use a 4-shot 10cm railgun). The RoF change to reduced-size railguns preserves the design spaces that they were meant to fill (which, I assure you, includes much more than the micro-fighter case), and restores the full-sized railguns to the design spaces they had been filling previously.
Title: Re: Railguns mechanic
Post by: Iceranger on October 29, 2021, 03:16:09 PM
Basically, even if it is not a widely-used option I think the reduced-shot railguns will have uses even while being less efficient, and in Aurora it is okay if not every weapon or option is as widely useful as every other (except for mesons which are completely useless). The original intention was to give fighters and small craft a few more options and I think this is still very much accomplished.

By the same argument, I wonder why people don't like the current single-shot railgun. Yes, its high DPS was unintentional, and it just 'outclasses' all other beam weapons in terms of DPS per tonnage, but in Aurora it is okay if not every weapon or option is as widely useful as every other :)

As I said in my earlier post, I like to see Aurora providing more options rather than limit them. Put RP reasons aside, the current single shot railgun is less efficient in all terms in smaller caliber (when the recharge rate can recharge a 4-shot version in 1 or 2 ticks), and in large caliber, they provide a higher DPS at a higher cost. This provides an interesting tradeoff to consider. But the proposed changes make them always less efficient compared to the 4-shot version, thus the choice becomes uninteresting: the single-shot version is always inferior in terms of DPS (per BP or per HS) compared to the 4-shot version, it also doesn't provide a single huge alpha strike as the reduced sized lasers do. So its purpose is really questionable.
Title: Re: Railguns mechanic
Post by: Iceranger on October 29, 2021, 03:30:40 PM
I suspect beam fighters and FACs will mainly use 4shot 10cm or 12cm railguns, which will have far higher DPS than larger caliber single shot weapons at the expense of range, which matters less for fighters as they can generally close quickly. The multishot small railguns also have the advantage of powerful point defense capabilities on squadrons of fighters, which can be quite useful.

I feel like reduced fire rate railguns will probably only show up on the very rare edge cases of fighters so small they can't effectively use a 4shot 10cm railgun.

Clearly, DPS is the only possible metric for viable designs, which is why no one uses box launchers or reduced-size lasers.

The reduced-shot railgun was introduced to expand the design space. But as it is currently implemented the single-shot rail just out-performs the full size version, which means that the design space has changed, but hasn't expanded (except into the very rare edge case of fighters so small they can't effectively use a 4-shot 10cm railgun). The RoF change to reduced-size railguns preserves the design spaces that they were meant to fill (which, I assure you, includes much more than the micro-fighter case), and restores the full-sized railguns to the design spaces they had been filling previously.

The current single-shot railgun also doesn't 'just outperforms the full-sized version'. The outperform is only true when the caliber is large enough that the best capacitor recharge rate cannot recharge the full-sized version in 1 or 2 ticks. This to me is a more interesting choice than the case when the 4-shot version is always superior in DPS, and the single-shot one does not provide anything other than a smaller size for its higher cost.

Box launchers or reduced-sized launchers trade DPS for a bigger alpha strike per HS. But where is the tradeoff in the nerfed single-shot railgun compared to the 4-shot version? Its cost is higher but it doesn't provide higher DPS nor alpha strike per HS or per BP, nor longer range, nor better penetration, nor better RoF.

Not quite sure what 'design space' you are referring to. The current implementation of the single-shot railgun can be put on every single design that the nerfed one can. If you feel its current state limits your design, you can simply give the single-shot version a lower recharge rate when designing the weapon.
Title: Re: Railguns mechanic
Post by: Bremen on October 29, 2021, 04:25:34 PM
The reduced-shot railgun was introduced to expand the design space. But as it is currently implemented the single-shot rail just out-performs the full size version, which means that the design space has changed, but hasn't expanded (except into the very rare edge case of fighters so small they can't effectively use a 4-shot 10cm railgun). The RoF change to reduced-size railguns preserves the design spaces that they were meant to fill (which, I assure you, includes much more than the micro-fighter case), and restores the full-sized railguns to the design spaces they had been filling previously.

If single shot railguns clearly outperforming multishot railguns means they don't expand the design space, then the converse would also be true - multishot railguns clearly outperforming single shot railguns also wouldn't expand the design space.

I'm not saying nothing should change, I'm saying it seems like a waste if the change is just to make single shot railguns effectively useless. I'd prefer to see a change that made them both occupy useful design spaces.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 29, 2021, 04:54:16 PM
By the same argument, I wonder why people don't like the current single-shot railgun. Yes, its high DPS was unintentional, and it just 'outclasses' all other beam weapons in terms of DPS per tonnage, but in Aurora it is okay if not every weapon or option is as widely useful as every other :)

On one hand, you can argue a bit of inertia, plus multishot weapons are arguably more flavorful than single-shot even if the net effect is not too different. The goal after all was not to replace multi-shot with single-shot railguns, the goal was to add a bit specialized option for small craft to have more variety in weapons choices.

However, I would argue that the single-shot railgun as it currently is has too great of a power level. Railguns are already a quite strong beam weapon, demonstrated in several AARs by now, and along with lasers they are the only "all-purpose" beam weapons capable of effective defensive (anti-missile) and offensive (anti-ship) use both. Driving up the DPS of what is already positioned as a very good DPS weapon by a factor of ~3x, at the cost of only a ~25% reduction in alpha strike capability (which, I'd note, is even less impactful when you have ROF 5) is frankly not good for balance - and yes, I know, "Aurora isn't balanced", but I think we all know the difference between balance in the sense of general playability (good for Aurora) and balance in the sense of making every option equally viable for competitive purposes (not good for Aurora).

Really it boils down to introducing a big power spike into a game environment which was already reasonably well-balanced around the existing options, which is a different ball game from just introducing another specialized option as was originally intended.

Quote
As I said in my earlier post, I like to see Aurora providing more options rather than limit them. Put RP reasons aside, the current single shot railgun is less efficient in all terms in smaller caliber (when the recharge rate can recharge a 4-shot version in 1 or 2 ticks), and in large caliber, they provide a higher DPS at a higher cost. This provides an interesting tradeoff to consider. But the proposed changes make them always less efficient compared to the 4-shot version, thus the choice becomes uninteresting: the single-shot version is always inferior in terms of DPS (per BP or per HS) compared to the 4-shot version, it also doesn't provide a single huge alpha strike as the reduced sized lasers do. So its purpose is really questionable.

I'm not sure I'd say that its purpose is "questionable" - besides the various comments about uses for these made by others in the thread, Steve himself has said that the intention was to give fighters and other small craft more options, and this at least is accomplished by reduced-shot/size railguns. So the purpose may be more or less narrow, depending how much credence you give to the various comments others have made, but it certainly is not "questionable" - the intended purpose is clear and is accomplished reasonably well.

The current single-shot railgun also doesn't 'just outperforms the full-sized version'. The outperform is only true when the caliber is large enough that the best capacitor recharge rate cannot recharge the full-sized version in 1 or 2 ticks. This to me is a more interesting choice than the case when the 4-shot version is always superior in DPS, and the single-shot one does not provide anything other than a smaller size for its higher cost.

While true, I would argue that in most practical cases the caliber is large enough for this to be true, or else the caliber is 10cm, maybe 12cm and the weapon is intended for point defense. Which actually brings up another issue with the current single-shot railguns - they in practical terms tend to make point defense rather unnecessary in the context of a whole fleet since you can end up putting out the same volume of shots per 5/10s increment to kill missiles using solely anti-ship weapons rather than having to deploy separate PD and anti-ship weapons/ships in your fleets.

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Box launchers or reduced-sized launchers trade DPS for a bigger alpha strike per HS. But where is the tradeoff in the nerfed single-shot railgun compared to the 4-shot version? Its cost is higher but it doesn't provide higher DPS nor alpha strike per HS or per BP, nor longer range, nor better penetration, nor better RoF.

I think the issue here is that when we think about box launchers, we are comparing two forms of missile launchers only - there is no other weapon besides missiles which offers the mechanics of missiles. When we think about railguns, we are considering not only 1/2/3/4-shot railguns against each other, but also against every other class of beam weapons. In that comparison, there is not really mechanically a place for an alpha/DPS split for railguns, as railguns are simply not the first-strike weapons generally speaking.

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Not quite sure what 'design space' you are referring to. The current implementation of the single-shot railgun can be put on every single design that the nerfed one can. If you feel its current state limits your design, you can simply give the single-shot version a lower recharge rate when designing the weapon.

Making the argument that "if you think the feature is broken, do not use it" is not a valid argument when discussing whether or not said feature is, in fact, broken.

If single shot railguns clearly outperforming multishot railguns means they don't expand the design space, then the converse would also be true - multishot railguns clearly outperforming single shot railguns also wouldn't expand the design space.

It is not an equivalent statement, because smaller railguns expand a specific design space - small craft weapons - which large railguns do not. Conversely, there is not anything about large railguns that somehow expands the design space of large warships compared to single-shot models. If we say that four-shot railguns are superior, reduced-shot railguns still retain this design space, whereas if single-shot railguns are (generally) superior to larger models, there is no design space which is preserved for the larger railguns aside from specific edge cases.
Title: Re: Railguns mechanic
Post by: Density on October 29, 2021, 05:10:35 PM
The current single-shot railgun also doesn't 'just outperforms the full-sized version'. The outperform is only true when the caliber is large enough that the best capacitor recharge rate cannot recharge the full-sized version in 1 or 2 ticks. This to me is a more interesting choice than the case when the 4-shot version is always superior in DPS, and the single-shot one does not provide anything other than a smaller size for its higher cost.

Box launchers or reduced-sized launchers trade DPS for a bigger alpha strike per HS. But where is the tradeoff in the nerfed single-shot railgun compared to the 4-shot version? Its cost is higher but it doesn't provide higher DPS nor alpha strike per HS or per BP, nor longer range, nor better penetration, nor better RoF.

Not quite sure what 'design space' you are referring to. The current implementation of the single-shot railgun can be put on every single design that the nerfed one can. If you feel its current state limits your design, you can simply give the single-shot version a lower recharge rate when designing the weapon.

On the point of capacitor recharge rate: If the cap rate tech needed to achieve RoF 5 on a single-shot rail is lower, that in itself is a point of comparison. This is true for every caliber of rail: at cap rate 1 a ss 10cm rail has RoF 5 and the full size has RoF 15. All the weapons have tech level sweet-spots, and of course your best options are going to change as more research is completed.

As for the "only thing" gained being size, that is quite frankly enough imo. If I can put a higher caliber ss rail in the same space as a lower caliber 4-shot rail, I'm gaining range and penetration. In other words I can choose to sacrifice dps and cost for these things instead of weight.

But on this point:
The current implementation of the single-shot railgun can be put on every single design that the nerfed one can.
I agree completely. Stating that it couldn't would be a very very strange thing to say. It also has nothing to do with my arguement.
Title: Re: Railguns mechanic
Post by: Steve Walmsley on October 29, 2021, 05:16:38 PM
I feel like reduced fire rate railguns will probably only show up on the very rare edge cases of fighters so small they can't effectively use a 4shot 10cm railgun.

They were added so that fighters had more options. The side-effect for higher calibres was unintentional.
Title: Re: Railguns mechanic
Post by: Iceranger on October 29, 2021, 05:26:03 PM
I feel like reduced fire rate railguns will probably only show up on the very rare edge cases of fighters so small they can't effectively use a 4shot 10cm railgun.

They were added so that fighters had more options. The side-effect for higher calibres was unintentional.

Despite being unintentional, it was interesting to some extent. Depending on the tech level, there are different cut-off points where the 4-shot railgun is more efficient or the 1-shot version is more efficient.

I say the current implementation is interesting because it provides the following 4 options that stands out from each other:
Title: Re: Railguns mechanic
Post by: Iceranger on October 29, 2021, 05:31:15 PM
On the point of capacitor recharge rate: If the cap rate tech needed to achieve RoF 5 on a single-shot rail is lower, that in itself is a point of comparison. This is true for every caliber of rail: at cap rate 1 a ss 10cm rail has RoF 5 and the full size has RoF 15. All the weapons have tech level sweet-spots, and of course your best options are going to change as more research is completed.
Yes the breakpoint is different based on your tech level, which makes it interesting than 'oh, the SS railguns are always less efficient'.

As for the "only thing" gained being size, that is quite frankly enough imo. If I can put a higher caliber ss rail in the same space as a lower caliber 4-shot rail, I'm gaining range and penetration. In other words I can choose to sacrifice dps and cost for these things instead of weight.
For range and penetration, why not reduce sized laser? They provide higher alpha strike, penetration, and range if you are looking for a hit-and-run fighter/FAC force.

I agree completely. Stating that it couldn't would be a very very strange thing to say. It also has nothing to do with my arguement.
The point is, the current implementation does not stop you from using the 'new' implementation if you feel like it.
Title: Re: Railguns mechanic
Post by: Density on October 29, 2021, 05:40:29 PM
On the point of capacitor recharge rate: If the cap rate tech needed to achieve RoF 5 on a single-shot rail is lower, that in itself is a point of comparison. This is true for every caliber of rail: at cap rate 1 a ss 10cm rail has RoF 5 and the full size has RoF 15. All the weapons have tech level sweet-spots, and of course your best options are going to change as more research is completed.
Yes the breakpoint is different based on your tech level, which makes it interesting than 'oh, the SS railguns are always less efficient'.

As for the "only thing" gained being size, that is quite frankly enough imo. If I can put a higher caliber ss rail in the same space as a lower caliber 4-shot rail, I'm gaining range and penetration. In other words I can choose to sacrifice dps and cost for these things instead of weight.
For range and penetration, why not reduce sized laser? They provide higher alpha strike, penetration, and range if you are looking for a hit-and-run fighter/FAC force.

I agree completely. Stating that it couldn't would be a very very strange thing to say. It also has nothing to do with my arguement.
The point is, the current implementation does not stop you from using the 'new' implementation if you feel like it.

1. You see ss rail being less efficient as less interesting. I see ss rail supplanting full-sized rail as being less interesting. I guess we'll have to agree to disagree.
2. Because I have never played a game of Aurora where I have developed all the weapon systems at the same rate. If I'm developing rail and not lasers, I'm going to make different ship designs than if I'm developing lasers and not rail.
3. Still not my point. Saying it's my point does not make it my point.
Title: Re: Railguns mechanic
Post by: Iceranger on October 29, 2021, 05:50:51 PM
I'm not sure I'd say that its purpose is "questionable" - besides the various comments about uses for these made by others in the thread, Steve himself has said that the intention was to give fighters and other small craft more options, and this at least is accomplished by reduced-shot/size railguns. So the purpose may be more or less narrow, depending how much credence you give to the various comments others have made, but it certainly is not "questionable" - the intended purpose is clear and is accomplished reasonably well.
Its intended role doesn't need this recharge nerf to fulfill.

While true, I would argue that in most practical cases the caliber is large enough for this to be true, or else the caliber is 10cm, maybe 12cm and the weapon is intended for point defense. Which actually brings up another issue with the current single-shot railguns - they in practical terms tend to make point defense rather unnecessary in the context of a whole fleet since you can end up putting out the same volume of shots per 5/10s increment to kill missiles using solely anti-ship weapons rather than having to deploy separate PD and anti-ship weapons/ships in your fleets.
This cut-off point is different for different tech levels and research progress, which makes it interesting compared to 'SS railguns are always weaker in terms of DPS'.

I think the issue here is that when we think about box launchers, we are comparing two forms of missile launchers only - there is no other weapon besides missiles which offers the mechanics of missiles. When we think about railguns, we are considering not only 1/2/3/4-shot railguns against each other, but also against every other class of beam weapons. In that comparison, there is not really mechanically a place for an alpha/DPS split for railguns, as railguns are simply not the first-strike weapons generally speaking.
Comparing to other beam weapons, SS railguns do not stand out at all. Since the original intended purpose is for fighters/FACs, let's check different utilities:
PD: 4-shot railguns or max tech gauss fulfill this role the best
DPS: again 4-shot railgun excel in this category, after the proposed nerf (usually doesn't matter for fighter caliber unless at extremely low tech where fighter themselves are questionable due to the lack of proper engine boost tech)
Alpha strike: reduce-sized laser is the go-to choice here
Penetration: again reduce-sized laser is again the go-to choice here. A non-reduced 10cm laser has the same penetration as a 35cm railgun, and a SS 35cm railgun is larger than a 10cm laser.
Range: laser wins again.

So it ends up in a position of 'different, but not different enough' :D

Making the argument that "if you think the feature is broken, do not use it" is not a valid argument when discussing whether or not said feature is, in fact, broken.
Broken is subjective in a game like Aurora where it is mostly an RP tool. In this case, providing more options is better than having fewer. It's not like everyone else is using SS railguns only will affect your gameplay in any way if you choose not to use it.
Title: Re: Railguns mechanic
Post by: Iceranger on October 29, 2021, 06:05:19 PM
1. You see ss rail being less efficient as less interesting. I see ss rail supplanting full-sized rail as being less interesting. I guess we'll have to agree to disagree.
2. Because I have never played a game of Aurora where I have developed all the weapon systems at the same rate. If I'm developing rail and not lasers, I'm going to make different ship designs than if I'm developing lasers and not rail.
3. Still not my point. Saying it's my point does not make it my point.
You misunderstood my point in (1). I was not saying SS railguns being less efficient is less interesting. I was saying SS railguns always being less efficient is less interesting than there are cases, depending on your tech progress, where SS railguns can be more efficient than full-sized ones and less efficient in other cases.

For (2), you totally right, every player has their own preferred way to play, thanks to the flexibility of the general game design. How one plays doesn't affect how others play at all, and one (perhaps other than Steve since this is his game after all :) ) cannot say others' way of play is invalid or not good. Thus I always prefer more options than fewer options. Under the current implementation, a player who doesn't like the more efficient SS railguns can use lower capacitor charge tech to achieve this. But after the proposed change, a player who prefers SS railguns being better can no longer use it.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 29, 2021, 07:40:24 PM
1. You see ss rail being less efficient as less interesting. I see ss rail supplanting full-sized rail as being less interesting. I guess we'll have to agree to disagree.
2. Because I have never played a game of Aurora where I have developed all the weapon systems at the same rate. If I'm developing rail and not lasers, I'm going to make different ship designs than if I'm developing lasers and not rail.
3. Still not my point. Saying it's my point does not make it my point.
You misunderstood my point in (1). I was not saying SS railguns being less efficient is less interesting. I was saying SS railguns always being less efficient is less interesting than there are cases, depending on your tech progress, where SS railguns can be more efficient than full-sized ones and less efficient in other cases.

For (2), you totally right, every player has their own preferred way to play, thanks to the flexibility of the general game design. How one plays doesn't affect how others play at all, and one (perhaps other than Steve since this is his game after all :) ) cannot say others' way of play is invalid or not good. Thus I always prefer more options than fewer options. Under the current implementation, a player who doesn't like the more efficient SS railguns can use lower capacitor charge tech to achieve this. But after the proposed change, a player who prefers SS railguns being better can no longer use it.

The current implementation of railguns simply make them too effective at above certain tech levels, that is just a fact.

Single shot or smaller railguns was only intended to be used on smaller crafts where a full size would not fit.

These are just facts that we know are true. I don't see how moving the design from multi shot to singe shot railgun design on larger ships adds anything other than unbalance as there is no choice involved here, you should always make them smaller if you can reduce their fire rate as well as that dramatically increase your damage output.

We have to look at general game balance first. I don't think that there need to be perfect balance in the game, but there need to be some balance and adding up to 3x the damage output to a beam weapon is a bit broken.

Reduced size railguns are suppose to be a niche system and not better than full size railguns, just as reduced sized lasers have a niche in a similar vein.
Title: Re: Railguns mechanic
Post by: Garfunkel on October 29, 2021, 08:08:06 PM
It's really weird that you're using different calibers to illustrate the difference, since it's a specific example that makes the problem bigger. And then ignores things like power plants or the extra range of the larger railgun.
I used those because they are the "best" damage output railguns you can get at a equal RP investment. Yes, it might be unfair to compare different calibres but, in my opinion, the fact that 40cm RG's outdamage 45cm RG's is another important point to make. The powerplant investment and the range difference are both meaningless just like the cost is because the damage difference is almost TRIPLE.

In what world can anyone claim that the current drawbacks of SS RG's are so bad that you would throw out the possibility of 3x damage? It's easy to forget that difference if we're just talking hypothetically because then it can seem that a "oh it costs this much more"-drawback makes them balanced. But when you see that the difference in actual damage output is TRIPLED, you know that the drawbacks need to be on another level of magnitude.

This wouldn't be a problem if the SS RG's made 50% more damage than an equivalent size MS RG because yeah then the other drawbacks would make for interesting design choices. But when it does almost 300% more damage while also taking up less space, the drawbacks are so minuscule compared to the advantages that they can be safely ignored.
Title: Re: Railguns mechanic
Post by: Iceranger on October 29, 2021, 08:19:37 PM
The current implementation of railguns simply make them too effective at above certain tech levels, that is just a fact.
This is simply not ture. In the current implementation, on almost all perhaps except the first tech lever, there are railgun calibers that full-sized ones are more effective, or SS ones are more effective. This cut-off caliber is higher when the tech level is higher.

Single shot or smaller railguns was only intended to be used on smaller crafts where a full size would not fit.
This is true, but as you said later, a niche use case. And the current implementation can find more roles than just this single niche role. Quoting myself from another post:
Having 1 game mechanics for just a niche use case is, imo, a questionable design.

We have to look at general game balance first. I don't think that there need to be perfect balance in the game, but there need to be some balance and adding up to 3x the damage output to a beam weapon is a bit broken.

Reduced size railguns are suppose to be a niche system and not better than full size railguns, just as reduced sized lasers have a niche in a similar vein.
I don't think balance play much of a big role in an essentially RP tool. If you feel SS railgun is OP, you can choose not to use it without affecting your gameplay anyway. It's not like there is PVP in Aurora or the AI is minmaxing.

Currently the SS railgun has about 3x the DPS per HS, 2x the DPS per BP compared to full-sized ones. Perhaps rather than limiting its charge rate to 1/4 of the full-sized the ones, limit it to 1/2 (and scales linearly for other variants). In this way, it will have about the same DPS per BP, about 1.5x DPS per HS (at the cost of 1.5x the cost) compared to the full-sized ones. So it can still have the variaties of roles I listed above, but not as outstanding as it is now.
Title: Re: Railguns mechanic
Post by: Ektor on October 29, 2021, 09:49:31 PM
Can't we just throw a 50% capacitor penalty to SS, as in the less shots, the less efficient the capacitor? Not in a way to completely equalize SS and 4-shot DPS, but still give a marginal DPS increase for SS that's not as grotesque as 300%? Because you could balance their cost around this if the bonus in damage isn't numerically overpowered.

So a 4shot 10cm with capacitor 1 recharges in 15 seconds, as it needs 3 charge.

A 1 shot right now takes 0.75 charge, how about it taking 1.125 or 1.5?

The current change would make the single shot take the same 15 seconds, but this change would reduce it to 10, which is still higher DPS, but not so immensely so, and a scaling mineral or RP cost might be also done similarly. As in, if a SS railgun takes 25% of the RP of a 4-shot, then perhaps it could take 50% instead.

This is the same "negative scaling" as it has with size. The 4-shot is always more efficient tonnage wise, so it could also be more efficient in other areas, whilst still allowing reduced shot railguns to fulfill their increased DPS roles.

Another thing that this reminds me of is that reduced size lasers REALLY need a DPS buff, because they're slow to the point of unusability.
Title: Re: Railguns mechanic
Post by: Garfunkel on October 29, 2021, 11:28:16 PM
This is true, but as you said later, a niche use case. And the current implementation can find more roles than just this single niche role. Quoting myself from another post:
  • small caliber single-shot railguns are for tiny fighters, trade higher cost for its smaller size
  • small caliber multi-shot railguns are for PD roles, to provide RoF and high volume of fire
  • large caliber multi-shot railguns to provide higher-than-normal DPS and some degree of PD capability
  • large caliber single-shot railguns are to provide the highest DPS, at the cost of higher cost, higher power draw, and limited PD capability
Having 1 game mechanics for just a niche use case is, imo, a questionable design.
Not a bad idea at all if you can get the numbers right.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 30, 2021, 07:11:45 AM
  • small caliber single-shot railguns are for tiny fighters, trade higher cost for its smaller size
  • small caliber multi-shot railguns are for PD roles, to provide RoF and high volume of fire
  • large caliber multi-shot railguns to provide higher-than-normal DPS and some degree of PD capability
  • large caliber single-shot railguns are to provide the highest DPS, at the cost of higher cost, higher power draw, and limited PD capability
Having 1 game mechanics for just a niche use case is, imo, a questionable design.

I don't see any point in where I EVER would put a 35cm railgun as a 4-shot version over three single shot versions when the latter have three times the damage output... no one cares about the slightly reduced PD capability of such weapons in any way. There is not a choice here. Even if you change the distribution of the damage output to be less... you put these large guns on a ship for the ability to deliver damage at range not for PD. Railguns already have the highest DPS per power used so they already fill that niche to begin with. No matter how you do it you probably are better of with reduced sized large guns combined with small short range ones for PD no matter how you design it.

Balance is still quite important to a certain degree even for RP purposes otherwise we could just pretend everything and just write stories.
Title: Re: Railguns mechanic
Post by: Platys51 on October 30, 2021, 07:52:42 AM
I think easiest and most simple sollution would be to just give railguns malus like reduced lasers.
3shot rail? 75% capacitor efficiency
2shot 50 and 1 25%.
There.
No more DPS issues and single high caliber rails can stay.
Title: Re: Railguns mechanic
Post by: Zincat on October 30, 2021, 09:18:20 AM
I don't see any point in where I EVER would put a 35cm railgun as a 4-shot version over three single shot versions when the latter have three times the damage output... no one cares about the slightly reduced PD capability of such weapons in any way. There is not a choice here. Even if you change the distribution of the damage output to be less... you put these large guns on a ship for the ability to deliver damage at range not for PD. Railguns already have the highest DPS per power used so they already fill that niche to begin with. No matter how you do it you probably are better of with reduced sized large guns combined with small short range ones for PD no matter how you design it.

Balance is still quite important to a certain degree even for RP purposes otherwise we could just pretend everything and just write stories.

This 100%.
I'm sorry Iceranger but at this point SS large caliber railguns are SO good there's basically no reason to use other beam weapons for range damage. It's simply too much.

Plus Steve already said it was completely intentional on his parts. Because of this, as far as I am concerned this is simply a bug.
Title: Re: Railguns mechanic
Post by: nuclearslurpee on October 30, 2021, 10:03:49 AM
I do feel like at this point, we have the response from Steve as to what his desire was for the railguns, and the argument is at this point circular, so we should probably content ourselves that the issue is played out, "balance" is restored to the Force railguns, and let it lie.
Title: Re: Railguns mechanic
Post by: Droll on October 30, 2021, 11:11:45 AM
I think easiest and most simple sollution would be to just give railguns malus like reduced lasers.
3shot rail? 75% capacitor efficiency
2shot 50 and 1 25%.
There.
No more DPS issues and single high caliber rails can stay.

I think this is the solution Steve agreed to further up the thread.
Title: Re: Railguns mechanic
Post by: Iceranger on October 30, 2021, 11:43:54 AM
I don't see any point in where I EVER would put a 35cm railgun as a 4-shot version over three single shot versions when the latter have three times the damage output... no one cares about the slightly reduced PD capability of such weapons in any way. There is not a choice here. Even if you change the distribution of the damage output to be less... you put these large guns on a ship for the ability to deliver damage at range not for PD. Railguns already have the highest DPS per power used so they already fill that niche to begin with. No matter how you do it you probably are better of with reduced sized large guns combined with small short range ones for PD no matter how you design it.

Balance is still quite important to a certain degree even for RP purposes otherwise we could just pretend everything and just write stories.

This 100%.
I'm sorry Iceranger but at this point SS large caliber railguns are SO good there's basically no reason to use other beam weapons for range damage. It's simply too much.

Plus Steve already said it was completely intentional on his parts. Because of this, as far as I am concerned this is simply a bug.

Beam fighters are already in a niche role after the meson nerf, shield buff, and the general buffs to large ships. And now we are adding a niche weapon to a niche role. I don't really see what the SS railguns are supposed to achieve after the nerf. If we examine various beam roles on fighters/FACs:

PD: 4-shot railguns or max tech gauss fulfill this role the best
DPS: again 4-shot railgun excel in this category, after the proposed nerf (usually doesn't matter for fighter caliber unless at extremely low tech where fighter themselves are questionable due to the lack of proper engine boost tech)
Alpha strike: reduce-sized laser is the go-to choice here
Penetration: again reduce-sized laser is again the go-to choice here. A non-reduced 10cm laser has the same penetration as a 35cm railgun, and a SS 35cm railgun is larger than a 10cm laser.
Range: laser wins again.

After the nerf, the SS railgun will be 35% size of a full-sized one, 50% of the cost, and 25% the recharge rate. Translate it into DPS (which is Railgun's advantage), it is 71% DPS per HS (note lasers have 75% DPS per HS compared to railguns), and 50% DPS per BP. I don't see how this is 'balance' by giving an already weak class (fighters) a new weapon that is not better than what it already can use.

As I mentioned earlier, it can be possible to not nerf it to the ground, while making it still stand out. Let's consider the following possibilities before simply dismissing them:
Title: Re: Railguns mechanic
Post by: Bremen on October 30, 2021, 04:18:27 PM
As I mentioned earlier, it can be possible to not nerf it to the ground, while making it still stand out. Let's consider the following possibilities before simply dismissing them:
  • SS railguns are 35% size, 50% cost, and 25% recharge rate compared to the full-sized gun. This means it is 71% DPS per HS, 50% DPS per BP. This is the current proposal.
  • SS railguns are 35% size, 50% cost, and 35% recharge rate compared to the full-sized gun. This means it is 100% DPS per HS, 70% DPS per BP. It is still inferior to the full-sized one, this at least give me a reason to use SS railguns on fighters/FACs
  • SS railguns are 35% size, 50% cost, and 40% recharge rate compared to the full-sized gun. This means it is 114% DPS per HS, 80% DPS per BP. This will give SS railguns a trade-off: higher cost for higher DPS per HS.

Something like this would more or less be my preferred solution; they're too good now, not disputing that, but something where they're worthwhile tradeoffs for burst/PD capability vs damage/cost and similar would make for an interesting decision.

That said if Steve just goes with the standardized ROF that's not a huge deal, I just thought the variable shots weapon was a cool design space.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 30, 2021, 04:59:19 PM
I like the single shot railgun from a conceptual level so I have no problem with this at all.

My question is when would you NOT use a single shot Railgun over the multi shot one for large caliber Railguns?!?

The only reason to use a multi shot one would be if you are only going to fit one weapon system and can use a half size fire-control... the small additional cost is nothing and generally space to damage efficiency is way more important as there are other overhead costs to consider with space not payed by the ship itself. The difference in cost also is very small when you consider a whole ship.

If you make the cost too expensive then no one will use it to gain an extra 14% damage as you are better of with just building the ship slightly bigger or more ships and take the cost that way instead.

So... is there really a huge point if there is no practical choice in the matter?
Title: Re: Railguns mechanic
Post by: ArcWolf on October 30, 2021, 05:10:36 PM
...
large caliber single-shot railguns are to provide the highest DPS, at the cost of higher cost, higher power draw, and limited PD capability

but it's not really more expensive. Sure per weapon unit is cost a little more, but on a fleet basis its actually much cheaper.

4-shor Cruiser Design i through together
Off-Topic: show
4 Shot CA class Cruiser      19,497 tons       642 Crew       6,500.9 BP       TCS 390    TH 2,400    EM 0
6154 km/s      Armour 12-64       Shields 0-0       HTK 126      Sensors 0/0/0/0      DCR 14      PPV 110
Maint Life 2.69 Years     MSP 2,917    AFR 217%    IFR 3.0%    1YR 575    5YR 8,627    Max Repair 400.00 MSP
Kommandorkaptajn    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

Magneto-plasma Drive  EP800.00 (3)    Power 2400.0    Fuel Use 43.67%    Signature 800.00    Explosion 12%
Fuel Capacity 1,250,000 Litres    Range 26.4 billion km (49 days at full power)

40cm Railgun V60/C9 (10x4)    Range 480,000km     TS: 8,000 km/s     Power 36-9     RM 60,000 km    ROF 20        12 12 12 12 12 12 10 9 8 7
Beam Fire Control R480-TS8000 (1)     Max Range: 480,000 km   TS: 8,000 km/s     98 96 94 92 90 88 85 83 81 79
Stellarator Fusion Reactor R25 (4)     Total Power Output 101.2    Exp 5%

Active Search Sensor AS23-R100 (1)     GPS 1600     Range 23.4m km    Resolution 100
Active Search Sensor AS5-R1 (1)     GPS 16     Range 5m km    MCR 454.2k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes


Single shot design.
Off-Topic: show
1 shot CA class Cruiser      19,348 tons       628 Crew       7,918.4 BP       TCS 387    TH 2,400    EM 0
6202 km/s      Armour 12-64       Shields 0-0       HTK 107      Sensors 0/0/0/0      DCR 14      PPV 92.95
Maint Life 3.52 Years     MSP 3,581    AFR 214%    IFR 3.0%    1YR 443    5YR 6,648    Max Repair 400.00 MSP
Kommandorkaptajn    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

Magneto-plasma Drive  EP800.00 (3)    Power 2400.0    Fuel Use 43.67%    Signature 800.00    Explosion 12%
Fuel Capacity 1,250,000 Litres    Range 26.6 billion km (49 days at full power)

40cm Railgun V60/C9/S1 (26)    Range 480,000km     TS: 8,000 km/s     Power 9.00-9     RM 60,000 km    ROF 5        12 12 12 12 12 12 10 9 8 7
Beam Fire Control R480-TS8000 (1)     Max Range: 480,000 km   TS: 8,000 km/s     98 96 94 92 90 88 85 83 81 79
Stellarator Fusion Reactor R25 (10)     Total Power Output 253    Exp 5%

Active Search Sensor AS23-R100 (1)     GPS 1600     Range 23.4m km    Resolution 100
Active Search Sensor AS5-R1 (1)     GPS 16     Range 5m km    MCR 454.2k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes


Comparison:
4 shot does 480 dmg every 20 seconds, and 1440 every minute
1 shot does 312 every 5 seconds and 3744 every minute.

It would take 5 of the 4-shot cruisers to do the same amount of damage in 1 minute as 2 1-shot cruisers. So, for the cost of 5 4-shot cruisers i can have 4 1-shot cruisers and do 2x the damage. Add to that the only real difference in cost is wealth, neutronium and boronide, 3 thing that are rarely ever a bottleneck in production.
Title: Re: Railguns mechanic
Post by: Destragon on October 30, 2021, 09:05:33 PM
While 1 shot railguns have a niche on fighters, what's the use for 2 and 3 shot railguns?
Title: Re: Railguns mechanic
Post by: ArcWolf on October 30, 2021, 09:50:44 PM
While 1 shot railguns have a niche on fighters, what's the use for 2 and 3 shot railguns?

depending on the caliber, fighter or FAC
Title: Re: Railguns mechanic
Post by: Iceranger on October 31, 2021, 03:09:41 PM
I like the single shot railgun from a conceptual level so I have no problem with this at all.

My question is when would you NOT use a single shot Railgun over the multi shot one for large caliber Railguns?!?

The only reason to use a multi shot one would be if you are only going to fit one weapon system and can use a half size fire-control... the small additional cost is nothing and generally space to damage efficiency is way more important as there are other overhead costs to consider with space not payed by the ship itself. The difference in cost also is very small when you consider a whole ship.

If you make the cost too expensive then no one will use it to gain an extra 14% damage as you are better of with just building the ship slightly bigger or more ships and take the cost that way instead.

So... is there really a huge point if there is no practical choice in the matter?

It is kind of true that many players choose 'better' weapons over 'cheaper' weapons. That's probably why the plasma carrots are only used in niche situations despite being massively cheaper in researching and building than all other beam weapons. That's also why I'm against the current proposed change (1/4 charge rate for SS railguns), since it will create a weaker variant that is also more expensive. I feel 45% recharge rate for it might be a good point that provides tradeoffs.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 31, 2021, 04:05:26 PM
Plasma Carronades currently is a very strong Beam option... for the amount of research you put into them they are super effective as ground to orbit defense weapons, ground force weapons and primary anti-ship weapons for ships. When combined with Gauss and Missiles they form a very cheap and strong Beam option currently, especially if you are playing with slow technology progression.

So I don't agree that Carronades is a weak option, just perhaps not as well explored an option perhaps.

As for Railguns there is no good option with your suggested change, your option is not an actual option as single shot railguns just are better. Nobody will care about multiple shots even if the others are a bit more expensive and it is not the same as Carronades as they are a completely different weapon system requiring their own set of research.
Title: Re: Railguns mechanic
Post by: Iceranger on October 31, 2021, 04:29:58 PM
Plasma Carronades currently is a very strong Beam option... for the amount of research you put into them they are super effective as ground to orbit defense weapons, ground force weapons and primary anti-ship weapons for ships. When combined with Gauss and Missiles they form a very cheap and strong Beam option currently, especially if you are playing with slow technology progression.

So I don't agree that Carronades is a weak option, just perhaps not as well explored an option perhaps.

As for Railguns there is no good option with your suggested change, your option is not an actual option as single shot railguns just are better. Nobody will care about multiple shots even if the others are a bit more expensive and it is not the same as Carronades as they are a completely different weapon system requiring their own set of research.

STO weapons and ground force weapons aren't relevant to what we are discussing. Carrots ship-to-ship combat capability is niche at best, but I agree with your point on low research games.

But on railguns, let me summarize:
Single shot railgun always being better but being more expensive = not an actual option
Multi shot railgun always being better while being cheaper = an actual option
I see nothing wrong with that :D
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 31, 2021, 05:01:23 PM
Plasma Carronades currently is a very strong Beam option... for the amount of research you put into them they are super effective as ground to orbit defense weapons, ground force weapons and primary anti-ship weapons for ships. When combined with Gauss and Missiles they form a very cheap and strong Beam option currently, especially if you are playing with slow technology progression.

So I don't agree that Carronades is a weak option, just perhaps not as well explored an option perhaps.

As for Railguns there is no good option with your suggested change, your option is not an actual option as single shot railguns just are better. Nobody will care about multiple shots even if the others are a bit more expensive and it is not the same as Carronades as they are a completely different weapon system requiring their own set of research.

STO weapons and ground force weapons aren't relevant to what we are discussing. Carrots ship-to-ship combat capability is niche at best, but I agree with your point on low research games.

But on railguns, let me summarize:
Single shot railgun always being better but being more expensive = not an actual option
Multi shot railgun always being better while being cheaper = an actual option
I see nothing wrong with that :D

Eh... no...

You are simply arguing for single shot being the only option rather than the multi-shot one.

The issue with your version is that they just get better DPS with that version. They don't need more DPS as they already have the best DPS in the game.

Steve already said that the current version is unintended and should never have been that way. Reduced sized Railgun was only meant for those ships that can't mount a full version. In order to make your version work you would have to make the multi-shot version cheaper and worse than it is now and the single shot version have the same DPS as the regular multi-shot version currently have. They should retain their current DPS at +33% over other weapons for the amount of power they use in their best configuration.

I also don't agree that Carronades are a niche weapon with the changes made to it... it is currently a pretty strong beam weapon option when you consider all the benefits it brings.
Title: Re: Railguns mechanic
Post by: Iceranger on October 31, 2021, 05:30:55 PM
You are simply arguing for single shot being the only option rather than the multi-shot one.
I'm arguing for the single shot one to be worthy compared to the multi-shot one. At 25% recharge rate, they have lower DPS and higher cost. It's DPS is even lower than lasers at this point while the penetration is much worse. I don't see any reason to use such an inferior weapon.

The issue with your version is that they just get better DPS with that version. They don't need more DPS as they already have the best DPS in the game.
Indeed the railguns already have the best DPS in the game. But I won't be worried about the SS version add a tad of DPS to that while being more expensive than the multi-shot version. In fact, I don't mind the DPS of railguns to be increased a bit to make it more unique than it is currently.

Steve already said that the current version is unintended and should never have been that way. Reduced sized Railgun was only meant for those ships that can't mount a full version. In order to make your version work you would have to make the multi-shot version cheaper and worse than it is now and the single shot version have the same DPS as the regular multi-shot version currently have. They should retain their current DPS at +33% over other weapons for the amount of power they use in their best configuration.
I totally understand the current version is unintended, and reduced sized railgun was only meant for small ships/fighters/FACs. But from a balance stand point, beam fighters/FACs are already at a disadvantagepis position due to engine efficiency, armor efficiency, shock damage and shield efficiency. I won't call giving them another below average weapon choice to them a good design. Yes it is an addition choice, but why choose it over other beam weapons?
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on October 31, 2021, 06:10:42 PM
You are simply arguing for single shot being the only option rather than the multi-shot one.
I'm arguing for the single shot one to be worthy compared to the multi-shot one. At 25% recharge rate, they have lower DPS and higher cost. It's DPS is even lower than lasers at this point while the penetration is much worse. I don't see any reason to use such an inferior weapon.

The issue with your version is that they just get better DPS with that version. They don't need more DPS as they already have the best DPS in the game.
Indeed the railguns already have the best DPS in the game. But I won't be worried about the SS version add a tad of DPS to that while being more expensive than the multi-shot version. In fact, I don't mind the DPS of railguns to be increased a bit to make it more unique than it is currently.

Steve already said that the current version is unintended and should never have been that way. Reduced sized Railgun was only meant for those ships that can't mount a full version. In order to make your version work you would have to make the multi-shot version cheaper and worse than it is now and the single shot version have the same DPS as the regular multi-shot version currently have. They should retain their current DPS at +33% over other weapons for the amount of power they use in their best configuration.
I totally understand the current version is unintended, and reduced sized railgun was only meant for small ships/fighters/FACs. But from a balance stand point, beam fighters/FACs are already at a disadvantagepis position due to engine efficiency, armor efficiency, shock damage and shield efficiency. I won't call giving them another below average weapon choice to them a good design. Yes it is an addition choice, but why choose it over other beam weapons?

I simply don't agree it is worth the effort as that would just make the single shot version the best version to use for anything other than those you can shoot multiple shot with at 5sek intervals (maybe 10sek as well), even if they are marginally more expensive. So it does not add anything other than making them better than they currently are. They just would not be allot better, but better is still better.

We don't mechanically need this "option" and we certainly don't need to make them better as Railguns already is a really good weapon system.
Title: Re: Railguns mechanic
Post by: Scandinavian on October 31, 2021, 06:37:30 PM
I'm arguing for the single shot one to be worthy compared to the multi-shot one. At 25% recharge rate, they have lower DPS and higher cost. It's DPS is even lower than lasers at this point
That would be an interesting calibration point - how does a reduced size railgun perform vs. a similar penetration laser, in terms of damage per second per ton?

Ideally we'd want the single shot railgun to be either slightly but not overwhelmingly better than lasers in damage per ton per second (because the single shot railgun is much deeper in the tech tree than the equivalent-penetration laser, and lacks the turret option), but probably a little worse in damage per second per build point.
Title: Re: Railguns mechanic
Post by: ArcWolf on October 31, 2021, 07:46:53 PM

That would be an interesting calibration point - how does a reduced size railgun perform vs. a similar penetration laser, in terms of damage per second per ton?


At CAP 9, a 40cm Railgun dose 12 dmg (1-3-4-3-1 pattern). A 4-shot can fire once every 20 sec and weights 550 tons (11 HS), and a 1-shot can fire every 5 secs and weighs 179 tons (3.575 HS).

HS wise, a 1-shot railgun matches up with a 12cm laser (if we round up) at 200 tons (4HS) that dose 4 dmg in a (1-3 pattern).

Damage wise if falls between a 20cm laser and a 25cm laser. 20cm weighs 300 tons (6 HS) and dose 10 dmg (3-5-2). A 25cm Laser weighs 800 tons (8HS) and dose 16 dmg (1-4-6-4-1).
At CAP 9, both the 20 & 25cm laser have a RoF of 10 (due to rounding).

So a 1-shot 40cm Rail gun trades 1 to 2 layer of pen for for half the weight and twice the RoF compared to 20 & 25cm lasers. HS wise the 40cm 1-shot is clearly superior to a 12cm laser in all regards (though that should kind of be expected because of the tech level difference).


Title: Re: Railguns mechanic
Post by: Iceranger on October 31, 2021, 08:56:00 PM

That would be an interesting calibration point - how does a reduced size railgun perform vs. a similar penetration laser, in terms of damage per second per ton?


At CAP 9, a 40cm Railgun dose 12 dmg (1-3-4-3-1 pattern). A 4-shot can fire once every 20 sec and weights 550 tons (11 HS), and a 1-shot can fire every 5 secs and weighs 179 tons (3.575 HS).

HS wise, a 1-shot railgun matches up with a 12cm laser (if we round up) at 200 tons (4HS) that dose 4 dmg in a (1-3 pattern).

Damage wise if falls between a 20cm laser and a 25cm laser. 20cm weighs 300 tons (6 HS) and dose 10 dmg (3-5-2). A 25cm Laser weighs 800 tons (8HS) and dose 16 dmg (1-4-6-4-1).
At CAP 9, both the 20 & 25cm laser have a RoF of 10 (due to rounding).

So a 1-shot 40cm Rail gun trades 1 to 2 layer of pen for for half the weight and twice the RoF compared to 20 & 25cm lasers. HS wise the 40cm 1-shot is clearly superior to a 12cm laser in all regards (though that should kind of be expected because of the tech level difference).

Note that, after the proposed change (25% charge rate for SS railguns), the 1-shot 40cm railgun can only fire once per 20 second, same as the 4-shot version. And I was talking about the SS railguns after the nerf.

Let's compare a few options for fighters. Ideally a 10HS fighter uses 3HS weapon for speed. Let's say 4HS weapons will also do in this comparison. Below the max tech are at inertial fusion level (RP <= 150000), which is very high for normal play.

40cm SS railgun with C9 (after proposed nerf, with 25% recharge rate):
Code: [Select]
Damage Per Shot (1) 12     Rate of Fire 20 seconds     Range Modifier 80,000
Max Range 960,000 km     Railgun Size 3.575 HS  (179 tons)    Railgun HTK 1
Power Requirement 9    Recharge Rate 2.25
Cost 216    Crew 11
Development Cost 1039 RP
It has a DPT of 3, and a penetration of 3 layers.

12cm full-size laser with C4:
Code: [Select]
Damage Output 4    Rate of Fire 5 seconds     Range Modifier 80,000
Max Range 320,000 km     Laser Size 4 HS  (200 tons)     Laser HTK 2
Power Requirement 4    Recharge Rate 4
Cost 64    Crew 12
Development Cost 565 RP
It has a DPT of 4, and a penetration of 3 layers. It is less than 1/3 of the 40cm SS railgun in terms of cost. It also requires much less research (C4 compared to C10). It has much shorter range, but fighters should have much higher speed compared to their targets, and can should be able to close the gap relatively easily. And such high RoF, high penetration weapon is suitable for anti-fighter role.

25cm 0.5x sized laser with C10:
Code: [Select]
Damage Output 16    Rate of Fire 160 seconds     Range Modifier 80,000
Max Range 1,280,000 km     Laser Size 4 HS  (200 tons)     Laser HTK 2
Power Requirement 16    Recharge Rate 0.5
Cost 160.0    Crew 12
Development Cost 894 RP
It has a DPT of 0.5, and a penetration of 6 layers. It's about 66.7% the cost of the 40cm SS railgun. It requires the same recharge tech (C9 and C10 are available with the C10 research). Such high damage, high penetration but slow recharge weapon is suitable for the 'hit and run' tactics which looks for high alpha strike.

10cm 4-shot railgun with C3:
Code: [Select]
Damage Per Shot (4) 1     Rate of Fire 5 seconds     Range Modifier 80,000
Max Range 80,000 km     Railgun Size 3.0 HS  (150 tons)    Railgun HTK 1
Power Requirement 3    Recharge Rate 3
Cost 41.6    Crew 9
Development Cost 456 RP
It has a DPT of 4, and a penetration of 1 layer. It's less than 20% the cost of the 40cm SS railgun. It is also only 3HS which enables a faster 10HS fighter. Fighters using such a weapon are usually for PD.

And a surprising contender: 15cm plasma carrot with C6:
Code: [Select]
Damage Output 6     Rate of Fire 5 seconds
Max Range 60,000 km     Carronade Size 4 HS  (200 tons)    Carronade HTK 2
Power Requirement 6    Recharge Rate 6
Cost 14.7    Crew 8
Development Cost 271 RP
It has a DPT of 6 and a penetration of 2 layers. It's less than 7% the cost of the 40cm SS railgun. It only requires C6 to design, and 15cm carrot tech is cheap to research. Such high DPT, low penetration weapon is suitable for reducing enemy shields.

Among all these 3~4HS beam weapons, the 40cm SS railgun requires the most research, cost the most to build. Note that high cost weapons generally require more MSP on the fighter to fix firing breakdown.

Yes it is an additional options for fighters, but why? I don't see a clear role for such a weapon.


Title: Re: Railguns mechanic
Post by: Bremen on October 31, 2021, 09:54:35 PM
As a compromise suggestion, what if the single shot weapon kept the current ROF but it was moved over to a "spinal weapon" equivalent? Which is to say, you can only mount a single weapon per hull, and maybe with a caliber bonus as well as currently happens with spinal lasers.

For a fighter or a FAC, it still works - they get a single railgun of a decent caliber and a decent fire rate. Large ships can still use them too - you can give them a big single shot spinal rail that will fire decently fast, and give it smaller 4shot railguns. But you won't get the examples of completely replacing a ship's weapons with a large number of single shot railguns to maximize DPS.

Alternately, let's look at it the other way around. People seem to be focusing on the DPS, but I think that's wrong - a single shot railgun has, at absolute best, the same DPS as a 4 shot railgun - the issue is that it's considerably smaller. Alternately, a single shot large railgun has the same DPS as a 4 shot small railgun, the difference is the single shot has longer range and (slightly) better armor penetration. And it's still smaller, which IMHO is clear evidence that single shot railguns are too good. But I would argue the problem isn't that their DPS is too high, the problem is that they're too small. Let's take a look at four weapons:

10cm Railgun V50/C3: 4*1 damage, 50kkm range, 150 tons, 26 Cost
12cm Railgun V50/C3/S2: 2*2 damage, 100kkm range, 138 tons, 26 Cost
20cm Railgun V50/C3/S1: 1*4 damage, 200kkm range, 114 tons, 26 Cost
10cm Far Ultraviolet Laser: 1*3 damage, 150kkm range, 150 tons, 26 Cost

The three railguns seem like they should be (mostly) sidegrades if you ignore the tonnage. The 10cm is the best at point defense, the 20cm has the best range and armor pen, the 12cm is midway between. Personally, I'd say I'd prefer having a single 20cm to a single 4shot 10cm, since range is king in Aurora, and that is somewhat born out by the laser doing less damage while being a nominally equivalent weapon. The problem here is the 10cm is the heaviest because of how the shot reduction is handled, and I think that's what makes the single shot railguns too powerful.

Currently railguns get a reduction of 22.5% size per reduced shot; I think this is clearly too much. If we imagine a change where each shot reduces the size by 15%, we get:

10cm Railgun V50/C3: 4*1 damage, 50kkm range, 150 tons, 26 Cost
12cm Railgun V50/C3/S2: 2*2 damage, 100kkm range, 175 tons, 26 Cost
20cm Railgun V50/C3/S1: 1*4 damage, 200kkm range, 192 tons, 26 Cost
10cm Far Ultraviolet Laser: 1*3 damage, 150kkm range, 150 tons, 26 Cost

Suddenly they feel a lot more fair. For each "step" you're paying a small premium in tonnage to keep the same DPS at a longer range, while being less viable as point defense. And the 20cm Railgun matches reasonably against the 10cm laser, doing 33% more damage for 28% more tonnage - it's still probably better, but at least the comparison is more sane. 12.5% less per shot might be better. Regardless, I think these numbers show how you can balance reduced shot railguns without making them completely useless.
Title: Re: Railguns mechanic
Post by: Jorgen_CAB on November 01, 2021, 08:53:53 AM
If we keep the reduced size railguns as spinal mounts then things become a bit more interesting. I think that could work quite well.
Title: Re: Railguns mechanic
Post by: somebody1212 on November 02, 2021, 03:54:00 PM
As a compromise suggestion, what if the single shot weapon kept the current ROF but it was moved over to a "spinal weapon" equivalent? Which is to say, you can only mount a single weapon per hull, and maybe with a caliber bonus as well as currently happens with spinal lasers.

For a fighter or a FAC, it still works - they get a single railgun of a decent caliber and a decent fire rate. Large ships can still use them too - you can give them a big single shot spinal rail that will fire decently fast, and give it smaller 4shot railguns. But you won't get the examples of completely replacing a ship's weapons with a large number of single shot railguns to maximize DPS.

Alternately, let's look at it the other way around. People seem to be focusing on the DPS, but I think that's wrong - a single shot railgun has, at absolute best, the same DPS as a 4 shot railgun - the issue is that it's considerably smaller. Alternately, a single shot large railgun has the same DPS as a 4 shot small railgun, the difference is the single shot has longer range and (slightly) better armor penetration. And it's still smaller, which IMHO is clear evidence that single shot railguns are too good. But I would argue the problem isn't that their DPS is too high, the problem is that they're too small. Let's take a look at four weapons:

10cm Railgun V50/C3: 4*1 damage, 50kkm range, 150 tons, 26 Cost
12cm Railgun V50/C3/S2: 2*2 damage, 100kkm range, 138 tons, 26 Cost
20cm Railgun V50/C3/S1: 1*4 damage, 200kkm range, 114 tons, 26 Cost
10cm Far Ultraviolet Laser: 1*3 damage, 150kkm range, 150 tons, 26 Cost

The three railguns seem like they should be (mostly) sidegrades if you ignore the tonnage. The 10cm is the best at point defense, the 20cm has the best range and armor pen, the 12cm is midway between. Personally, I'd say I'd prefer having a single 20cm to a single 4shot 10cm, since range is king in Aurora, and that is somewhat born out by the laser doing less damage while being a nominally equivalent weapon. The problem here is the 10cm is the heaviest because of how the shot reduction is handled, and I think that's what makes the single shot railguns too powerful.

Currently railguns get a reduction of 22.5% size per reduced shot; I think this is clearly too much. If we imagine a change where each shot reduces the size by 15%, we get:

10cm Railgun V50/C3: 4*1 damage, 50kkm range, 150 tons, 26 Cost
12cm Railgun V50/C3/S2: 2*2 damage, 100kkm range, 175 tons, 26 Cost
20cm Railgun V50/C3/S1: 1*4 damage, 200kkm range, 192 tons, 26 Cost
10cm Far Ultraviolet Laser: 1*3 damage, 150kkm range, 150 tons, 26 Cost

Suddenly they feel a lot more fair. For each "step" you're paying a small premium in tonnage to keep the same DPS at a longer range, while being less viable as point defense. And the 20cm Railgun matches reasonably against the 10cm laser, doing 33% more damage for 28% more tonnage - it's still probably better, but at least the comparison is more sane. 12.5% less per shot might be better. Regardless, I think these numbers show how you can balance reduced shot railguns without making them completely useless.

Reducing the size reduction makes single-shot rails less effective at their intended role of being a small-craft weapon - if they're barely any smaller than an equivalent full-size railgun you may as well mount a full-sized railgun. I'd take the opposite approach and adjust the cost scaling.

If the size scaled the same as it does at the moment but the cost was the same as a full-size railgun (or only slightly cheaper), single-shot railguns would still be extremely size-efficient but would no longer be cost-efficient, making them a viable choice for fighters/FACs where size matters most, but limiting their effectiveness on larger ships where size becomes less important.
Title: Re: Railguns mechanic
Post by: xenoscepter on November 02, 2021, 06:46:30 PM
 --- What if the Reduced-Shot Railguns just... didn't change? Instead of nerfing them, why not buff the bigger ones? Instead of forcing the Reduced Shot versions to use less power AND fire slower, why not have the big ones require less power to fire at the rate they do currently? That way instead of becoming more power efficient the smaller you go, instead you get more power efficient the higher you go. Don't make the higher shot railguns fire faster just make it cost less power to get that RoF.

 --- This seems a neat, no nonsense way to implement balance without extra rules, special rules, more tech or any other thing. The currently accepted course of action is to force the Reduced Shot ones to fire slower due to enforcing a hard upper limit on Capacitor, but what if we just went the other way and allowed the higher shot ones to just have lowered Power Requirements instead? So, to be perfectly clear on what I'm suggesting; the Single Shot Railguns would remain unchanged both in Power Requirements and Rate of Fire, the 2,3 and 4 Shot Railguns would instead become progressively more power efficient per shot.
Title: Re: Railguns mechanic
Post by: Blogaugis on November 03, 2021, 03:43:05 AM
--- What if the Reduced-Shot Railguns just... didn't change? Instead of nerfing them, why not buff the bigger ones? Instead of forcing the Reduced Shot versions to use less power AND fire slower, why not have the big ones require less power to fire at the rate they do currently? That way instead of becoming more power efficient the smaller you go, instead you get more power efficient the higher you go. Don't make the higher shot railguns fire faster just make it cost less power to get that RoF.

 --- This seems a neat, no nonsense way to implement balance without extra rules, special rules, more tech or any other thing. The currently accepted course of action is to force the Reduced Shot ones to fire slower due to enforcing a hard upper limit on Capacitor, but what if we just went the other way and allowed the higher shot ones to just have lowered Power Requirements instead? So, to be perfectly clear on what I'm suggesting; the Single Shot Railguns would remain unchanged both in Power Requirements and Rate of Fire, the 2,3 and 4 Shot Railguns would instead become progressively more power efficient per shot.
Kind of what I offered before in this thread, just that in addition to making larger railguns more economical in mass production sense, I also think that more numerous shots have to be a research decision - that is, if you want to design more shot railguns, you have to research shot number tech line - I guess the default 1-4 shot railguns can be available on the get-go, but for anything more than that - research is required.
Just wondering whether it should be like doubling the number 4 -> 8 -> 16 (while still alowing in-between variants, like 6 shots) or 1 more per research 4 -> 5...
Title: Re: Railguns mechanic
Post by: Migi on November 03, 2021, 05:06:56 AM
Single shot railguns were intended as a solution for small craft. I hadn't realised the implications of being able to stack power plants for larger weapons to generate increased DPS. Unless someone comes up with a good reason against it, I will limit the calibre for v2.0 as suggested above.

Will reduced shots be limited to 10cm permanently or will the limit increase as you research more tech?

If DPS is the problem you could tie the availability of reduced shot railguns (RSRG) to the capacitor tech.
To be a little bit elegant this would be a new tech line, each level of the tech requires you to have both Railgun Calibre and Capacitor sufficient to make that calibre fire with 5s ROF.
For example 10cm railguns get 5s ROF at capacitor 3, so the first RSRG tech would be unlocked when you have both 10cm Railguns and Capacitor 3.
12cm railguns get 5s ROF at capacitor 5*, so the 2nd RSRG tech would be unlocked when you have  both 12cm Railguns and Capacitor 5.

That way you can build FACs, fighters and small warships with large single weapons at higher tech levels, without balance being an issue.

*Actually I'm not sure if this is the correct number but take it as an example.
Title: Re: Railguns mechanic
Post by: Droll on November 03, 2021, 12:03:45 PM
Single shot railguns were intended as a solution for small craft. I hadn't realised the implications of being able to stack power plants for larger weapons to generate increased DPS. Unless someone comes up with a good reason against it, I will limit the calibre for v2.0 as suggested above.

Will reduced shots be limited to 10cm permanently or will the limit increase as you research more tech?

This is another Steve post further down the thread:

E: Another option: let the design ROF be the ROF of the full-size railgun with whatever capacitor technology is selected, and then reduce the capacitor size of a reduced-shot railgun and preserve the same ROF. For example, a 12cm railgun (6 power) with a C3 capacitory will have ROF 10; if I then select the two-shot variation, it will have a C1.5 capacitor in the design (even though C3 tech is selected) and thus still have ROF 10 even though the required power per increment is reduced. I think this makes sense, avoids weird exceptions and arbitrary limits, and allows reduced-size railguns of any caliber to be an option for smaller craft without affecting large ship balance.

Yes, that would solve the problem without requiring a special rule. It's much better.

So I don't think caliber limitations will actually be implemented, instead the capacitor rating will be reduced proportionally to maintain the same DPS.
Title: Re: Railguns mechanic
Post by: Destragon on September 02, 2022, 12:01:59 PM
So this was supposed to be changed in 2.0, but apparently it was forgotten about. Gonna bump this thread as reminder.
Title: Re: Railguns mechanic
Post by: Warer on September 03, 2022, 07:27:35 AM
E: Another option: let the design ROF be the ROF of the full-size railgun with whatever capacitor technology is selected, and then reduce the capacitor size of a reduced-shot railgun and preserve the same ROF. For example, a 12cm railgun (6 power) with a C3 capacitory will have ROF 10; if I then select the two-shot variation, it will have a C1.5 capacitor in the design (even though C3 tech is selected) and thus still have ROF 10 even though the required power per increment is reduced. I think this makes sense, avoids weird exceptions and arbitrary limits, and allows reduced-size railguns of any caliber to be an option for smaller craft without affecting large ship balance.

Yeah, I was about to suggest something similar. It does make sense to cap ROF to be same regardless of amount of shots fired.

Could reduced size lasers be changed to work in a similar way? But instead of dropping shots it drops damage.

Yes, that would solve the problem without requiring a special rule. It's much better.