Posts: 3,643
Threads: 107
Joined: May 2012
Staff roles: Balance Dev
Broadside battleships only exist as a concept right now. Nothing's been playtested to see if balancing the whole thing against existing ships is doable.
If you've ever tried Rebel Galaxy (look up a quick gameplay video if not, if you want), the combat in that game would be a pretty good example of what I'd be aiming for with battleships. Basically heavy weapons are put on limited arcs that fire only to the side of the ship. The weapons themselves would obviously be balanced accordingly (if you simply put our current cerbs/mortars/etc on limited arcs to the side of most BS', they'd be utter garbage).
The idea is that there's more decision making (and aiming, but with the ship like you do with a forward gun) involved in BS combat this way to make it a bit more enticing than just pointing your nose at/away from an enemy. For example, you could have different loadouts on two sides. Let's say, cannonball-esque ammo-based dumbfire missiles on one end and something energy-based on the other. You'd be trying not to use up all your ammo while still maximizing damage output / minimizing damage taken. Plus in general you'd have to balance showing a smaller profile to someone versus putting out more damage.
Obviously a change like this requires a rebalance of pretty much the entire class, and loads and loads of play testing to make every ship viable from the tiny little Osiris to the Turtle. Hence why the recent cerb changes happened; broadside battleships are a lot of work and a very long-term thing, and we wanted to try and make battleship combat just a bit more varied and interesting for the time being.