Weapon and Armour Rebalance 1.0
dnp@2016/05/18
my attempt at fixing glaring issues with stock game design
armour (very viable now)
armour/(armour+24) = damage reduction % (battleship has base armour of 24)
lasers (counter armour)
small mount 25% armour penetration
medium 50%
large 75%
disruptors (weaker lasers that hard counter shields)
energy requirements scale as in autocannons
small 150% dmg to shields
medium 200%
large 250%, 25% armour pen
plasma (stronger than lasers but weak vs shields)
energy requirements scale as in autocannons
small 50% armour penetration, 50% damage to shields
medium 75%, 62.5%
large 100%, 75%
mass drivers (pure dps with low accuracy but great range)
small 30 range
medium 40
large 50
autocannons (pure dps with beams accuracy but short range)
unchanged
missiles (100% accuracy and cant be evaded, but weak vs shields and can be shot down)
small 50% damage to shields
medium 62.5%
large 75%
torpedos (missiles answer to shields)
energy requirements scale as in autocannons
small 50% shield penetration
medium 75%
large 100%
late game and special weapons unchanged