Balancing Weapons
There is no need for Capital Ship Missile 1 - 10 or anti-proton beam 1 - 20. By cross referencing the four available weapon types with the six available target types, 24 unique weapon combinations can be created:
Direct Fire vs Ships
Direct Fire vs Planets
Direct Fire vs Ships\Planets
Direct Fire vs Ships\Planets\Ftr\Sat
Direct Fire vs Seekers
Direct Fire vs Ftr\Sat\Seekers
Seeking vs Ships
Seeking vs Planets
Seeking vs Ships\Planets
Seeking vs Ships\Planets\Ftr\Sat
Seeking vs Seekers
Seeking vs Ftr\Sat\Seekers
Point Defense vs Ships
Point Defense vs Planets
Point Defense vs Ships\Planets
Point Defense vs Ships\Planets\Ftr\Sat
Point Defense vs Seekers
Point Defense vs Ftr\Sat\Seekers
Warhead vs Ships
Warhead vs Planets
Warhead vs Ships\Planets
Warhead vs Ships\Planets\Ftr\Sat
Warhead vs Seekers
Warhead vs Ftr\Sat\Seekers
These can be identified by colorfull names, for example seeking weapons:
Seeking vs Ships = Capital Ship Missile
Seeking vs Planets = Planetary Missile
Seeking vs Ships\Planets = Torpedo
Seeking vs Ships\Planets\Ftr\Sat = Rockets
Seeking vs Seekers = Anti-missile Rockets
Seeking vs Ftr\Sat\Seekers = Guided Rockets
They can then be differentiated by carefully asigning abilities.
Finally, they should be balanced to reward specialization against the specialized target and punish specialization against a gereral target. i.e. anti-missile rockets are more effective against seekers than guided rockets; torpedos are less effective against planets than planetary missiles.
What do you think?
|