Firstly, this is almost entirely my own fault...
I tend to write my thoughts as I go - it presents the opportunity for early criticism/feedback which is often useful (even if my integration of such isn't always obvious). Consequently, the first post whilst still representing the 'problem' as I see it, no longer represents my 'solution' (explained my the more recent diagrams).
Crude summary:
- A new laser type (burst) between beam and military
- Lasers no longer double in range and or power with each upgrade
- Power varies according to size of laser & therefore ship size
Therefore the doubling problem is removed (extra step over same distance) and NPC ships can exhibit greater weapon variety without necessarily overpowering the beginner or underwhelming the experienced.
Re New Lasers, the two oxps currently don't mix very well although I have a plan to address this without requiring significant changes to the UBER lasers that some people seem to be do find of. Fully compatible? No, at least not in any way that makes much sense. I've only recently removed the exclusive requirement to this oxp in anticipation of updating new lasers.
As for laser 'mechanics', well the military laser was
just an overpowered beam laser but yes, I've tried to include that.
Pulse: red, med rate, low power
Mining: blue, low rate, v.high power
Beam: yellow, v.high rate, low power
Burst: cyan, v.high rate, med power, high heat
Military: magenta, high rate (half that of beam), high power
Thargoid: green, high rate, low power, omnidirectional
So the burst laser really does (or at least subject to further testing
should) operate in bursts. Meanwhile the military laser, despite being no less dangerous, has an almost imperceptible stutter rather than a continuous beam. In that respect, I think I've actually made them more distinct than before whilst employing all the primary and secondary colours of the additive colour model.
I need to test more (still not at v1.0) but I really think it helps to makes combat more interesting from the start of the game, rather than just something to be always avoided.