ok, perhaps i was to hasty... im now rethinking this idea... what if instead of the damage types we made them have diffrent uses? for example, plasma would do a TON of damage but about half range, tachyon would have longest range but more energy and same dmg, laser would be avg range dmg efficency, etc. give more than one type of "primary" gun. seems dumb for 400 years using the same weapon type. they WOULD come up with new ideas.
The variety would be nice. It would actually give a use to other capital ship shields (I think most, if not all use the standard Graviton shield). I for one think the diversity this will bring to the mod will be very beneficial. As long as we don't give capital shield busters a "Pulse" type, it will mean capital ships have to think about who their enemies are and what shield is appropriate for the situation. Multiple enemies means you may on occasion be needing to change your shields to suit the situation better.
In my opinion, as long as cap pulse weapons, mortars and razors are present the majority will use shields against those, as they pose the most serious threath, instead of trying to counter enemy faction weapon types.
The reason why gravitron shields are the standard today.
I agree, I believe the transports should pose more of a challenge to pirates, and for the transports to have a fighting chance against the hunter.
As a trader, I find the turrets (of any type) to be completely useless against fighters and gunboats (I only use them against NPCs).
GB are too tough anyways and the fighter classes are too fast, oh before anyone goes into you should have escorts and such, when you do, the trader is the first to die anyways. You should have a fighting chance to run away and maybe put enough damage to change the pirates mind (if possible). Really folks, couple of snacks/novas and a torp or two, poof youre done. No rp pvp to involve in, your dead in 1 min or less..
I might be getting off topic, but turret types and shield types to give a trader option to defend against, certain types of pirates, and for pirates to attack particular traders is a great additional option to pvp rp environment, and adds a dimension to weapon selection and strategy. What one trader is weak against is easy pickings for a pirate and another maybe difficult.
In result to this a more pvp rule could be clarified and applied to traders, so that if they are destroyed the 4hr rule can be justified due to them having a higher chance to fight back.
This is general point on the trader topic, I don't have anything to share on the larger craft and such. Don't be too literal on my response, just sharing a veiwpoint.
Chainfiring transport turrets can do some severe damage to fighters/bombers, but the shield drain thing has really nerfed them as genuine combat vessels.
Forget escorts - people who say 'just hire an escort' need their head read. An entire fleet as an escort will not save your transport from being detonated in time.
Can someone please remind me why Gunboats are allowed to commit piracy?
To my mind, they should have been excluded at the same time as other capital class ships were excluded. They are all military grade ships attacking civilian grade ships.
Remember this was done before freighters and transports were improved, and before the advent of the Nova Torp for bombers.
It may be heresy to say it - but if Gunboats were barred from piracy - we might see less of them spammed - and more small ships, freighters and pirate transports spammed instead. it is these smaller ships that should be the bread and butter of Disco, filling multiple roles.
Sure - ships will still get spammed - but if they are smaller the defending transport has more of a fighting chance. Just increase the projectile speed of 'light' Transport guns to that of a Solaris Gunboat turret.