I ignored this topic when it first came up, because I've already put my ideas into a similar discussion. I have NOT read anything that other have posted up until this point, and I'm not going to.
There are two ways at looking at how battleships should operate.
The first, is the more obvious:
[color=#ff0000]*** ADDENDUM #1: LF's should have a [color=#99ff99]WELL rating against Bombers ***
The chart is my take on it. The charts set up so that the vessels in the first COLUMN are firing upon the vessels listed in the top ROW.
This is very basic, and very VERY boring.
The second, is the slightly less obvious but much superior method.
Weapons should be split into the two aforementioned categories.
Anti-Fighter and Anti-Capital, perhaps with the addition of an Intermediate listing, tinker of all trades but master of none.
Anti-Fighter weapons should:
- Have a high rate of fire, obvious reasons
- Have a high rotational velocity, again obvious
- Have a low energy and damage, obvious
- Have proximity detection, see next point
- Have an explosive radius, roughly 5 meters larger than the proximity detection so that the vanilla ships aren't too greatly disadvantaged, but reasonable damage is still inflicted.
- Have a short range, this is a Close Support weapon class, note the word CLOSE! For example 1 Km.
- Have a high muzzle velocity, obvious
Anti-Capital Weapons should:
- Have a low rate of fire, obvious reason
- Have a low rotational velocity, capital ships are large difficult to handle ships, you shouldn't have to worry too much about the target dodging incoming fire
- Have high energy consumption and damage, obvious
- Have NO proximity detection, see next point
- Have NO explosive radius, this is so there's no disadvantage to fighters flying too close to the target vessel (EG, being destroyed by friendly fire)
- Have a long range, for example 4 Km, I'd like to see more in the way of large fleet battles over huge distances.
- Have a high muzzle velocity, High Velocity = More energy to impact with target AND Greater accuracy (or less time to dodge incoming fire)
Intermediate weapons should be intermediaries of the two.
Further additions,
Not concerning weapon load-outs, I'd like to to see the cruise warm-up time of LF's decreased slightly. If something has a low mass, it doesn't need as much force applied to accelerate it, thus there's less energy required, thus less time needed to warm-up the engines.
Vica Versa with regards to battleships.
That my contribution, if you're going to quote me on anything, only quote what concerns your immediate point. The posts too long to be repeated (that's Hoodlum's job but what the hay!)
EDIT: AI turrets, to my knowledge, can't be made. Hard coding and such like. I could be wrong though.