Commander McLane wrote:
Multiple lasers are not necessarily an advantage. For starters, they all shoot strictly forward, absolutely parallel to each other. Their beams do not merge. Thus, if you have let's say three forward pointing lasers in a wide angle and fire at a relatively small ship, most of the time only one of your three lasers will actually hit. If you're lucky and the ship is broader than the distance between two of your lasers, you have the chance of two lasers simultaneously, but I guess that's a rare luck. In other words: at least the fire of one laser, and in most cases the fire of the majority of your lasers is completely wasted.
Some of that just doesn't seem to wash, IMO. Firstly, since the current single laser actually only fires to the center of the screen (otherwise we couldn't have a targeting reticle?) there's no reason why two lasers couldn't do the same, much like in Elite. A hit would still be determined by "was the target correctly positioned in the reticle". So far as a multiple laser resulting in at least one of the beams being wasted, do we currently see that being applied to NPC ships with multiple lasers? Not that I've noticed. They seem to manage pretty well most days. LOL To be honest, I don't know why NPC ships are allowed multiple lasers either. It's one of the things about the game that just doesn't make sense to me.
But in any case, since the range to the targeted ship is known, there is no reason to assume the multiple beams couldn't converge accurately.
And this is where the second disadvantage kicks in: overheating. All lasers pointing in one direction would be connected to the same, unaltered cooling system. So again, if you have three forward pointing lasers, the laser heat would increase at triple the usual amount, and the lasers would overheat three times as fast.
I have to disagree there as well, not because I disagree with the logic regarding the physics of cooling in space, but because I think that the overheating effect could be great for gameplay! Even if we assume that 2 or 3 or however many lasers actually are allowed to do multiple damage (which is assuming it's not purely an eye-candy effect), they would overheat so fast that it would require the player to use very careful controlled bursts if they elected to use them. Also, if we're being logical and using a bit of physics here, it's not actually possible to cool things even 1/3 as efficiently if you have three heat sources. Not in real application, anyway. The heat has to be taken away to keep it from wrecking the laser. That's going to be a big burst of heat and whatever "critical temp" is, logically it might be reached a bit *sooner* than half as long or one third as long or whatever.
So it could still be an advantage if the player had sufficient skill. But it wouldn't necessarily make fights easier. Wasted shots, or "spray and pray" tactics where the player might lay a burst and hope the opponent actually does cut across the reticle could cost the player a lot in actual fights.
If the AI responded quicker with evasive tactics and aggressively counterattack when sniped from long distance, that wouldn't be an advantageous tactic either, unless the player was actually good enough (or lucky enough, once in a while) to get a real solid hit. The "extra" damage might allow the player to take out one ship at sniping range, *if* their marksmanship was actually that good, but then they'd better be ready to do a lot of dodge and weave as that ship's buddies all retaliate while the player's lasers cooled.
Take all that into account, and I doubt most beginner or average players would actually want more than one laser. It could be a reason for players to work towards being a really ace shot, though.
But the big reason, from what I understand (and it is a very good reason) against multiple lasers on player ships is it would take a major rewrite of game code, and be a real headache to iron out. It wouldn't be just a matter of "allowing" it, the developers and coders would have to go through a major pain in the neck just to start at making it even possible.
Laser coolers.. Bah humbug. LOL The only practical way it could be actually done that I can think of would be to have lasers that use a coolant that is jettisoned as it heats up so it actually *could* take heat away from the lasers. Some lasers used by current Earth military technology do just that. But the coolant would likely be expensive, it would need refilled all the time, and logically, lasers designed to work that way probably couldn't work at all after you ran out of coolant. So the player would be a sitting duck when the coolant ran out and have no option other than to try and run. Probably wouldn't be popular after everyone had tried it once.
But more importantly, the lasers overheating serve a gameplay purpose. Quite simply, you have to make your shots count. You can't just run the lasers continuously in a furball and hope they cut something. So it adds to tension/excitement. Fun.
Now, new weapons. Especially kinetic weapons like railguns.. That's a really tantalizing notion. I'd love to see it, but I doubt it will ever happen in Oolite. With lasers, the game engine doesn't need to plot trajectory. If you're on the mark, they hit. Trajectory of a projectile would take additional math and graphics and etc for the engine (and people's computers) to cope with. Add maybe up to hundreds or even thousands (remember that the NPCs would likely be using those weapons as well, so there could be an awful lot of projectiles flying around) of small items for the game to track in a big furball, and then think of what it would do to frame-rates. It could take a lot of coding, and it could have very undesirable effects on actual game performance.
There are games that have things like that, but they have entirely different game engines. They aren't Oolite.