Dreadnought wrote:The other issues still remain.
1) It makes lasers even more dangerous against small ships, they are already considerably powerful vs small ships (I think i made a thread on it)
That is a fair point, and it would mean it would require tweaks -- or, alternative, requiring upgrades to unlock 'min/maxing' it.
Dreadnought wrote:2) It doesn't advocate teamwork. Really it just focuses on the weapons, a captain might call for a weapons guy to change his output, but its quite easy for a skilled weapons guy to call his own shots. With my suggestion, its a decision that effects the entire team, and it only lasts 15 seconds, with a cooldown of 35 seconds, and you cant have both at once, one or the other (PUSH THE DAMAGE, USE HULL DEBUFF WEAPONS BOY!)
Firing a wraith weapon doesn't require 'teamwork' to do, but I don't see you poking at that.
In reality, neither does tossing a buff on a target.
The point of this suggestion isn't to make everything require more teamwork, it's to make everything require more
skill. If you want firing a weapon to require teamwork, make it so you have a press a button on navigation before the weapons console can fire a shot.
It won't be fun, but it will be 'teamwork' as you seem to be pressing for it to be able to perform basic functions.
Dreadnought wrote:3) The utility of it, youl have to create UI for the weapons console to show the X/X damage of weapons, also will it remain the same when you get off or reset to normal 12/12(+upgrades)? If it doesnt reset, will have to have to program the drone to revert back to 12/12 and its kinda impossible for a drone to properly use these abilities, while my suggestion is quite easy to do. Also, it only changes the settings by 1, it could be end up being like power where it takes forever to change, while that makes sense its quite annoying, especially when you also have to spam lasers, which would get in the way of spamming lasers, or near instantly which isnt as precise.
UI required for the weapons console: add two buttons to the command card which act as passives. They display their respective number for hull and shield output.
Done.
As for taking 'forever to change,' you're comparing an effective potential shift of over 100 shifts to a maximum of 24. You're exaggerating.
Dreadnought wrote:4) Drones cant really use it (unless there is some incredible solution on how they perceive threat). and its less straightforward for new players. For my abilities its quite simple and straightforward for new guys hopping on "Oh debuff shields or hull, cool." and "Oh...erm alternate damage?...am i doing it right?".
As for the drones... then either have the weapons drone stick with 12/12 or program in a basic program for it to detect the current shielding value of its selected target and choose its damage output based on that. Simple.
12/12 is still an option. It's not the
optimal option, but it's still a viable choice. I don't think there's anything wrong with making the console a little more complex.
Sure, it's not watered down, but that makes it taste better.