I’m having balancing issues with some of the existing game mechanics. One of the things that I use to differentiate weapons is their tracking speed. Some smaller weapons track fast but do less damage, and vice versa. Basically the tracking speed is compared to the targets current speed, and this gives some multiplier for the ‘hit chance’. Obviously big cruisers are slower than small fighters.
So far so lovely.
The problem is that in general, you want your ships to position themselves at a certain optimum range, and pound their enemies from a distance. In the case of the big cruisers, that means move into range, sit there and go zap until you or the enemy dies. The problem is, the minute you sit still, tracking speed becomes irrelevant. This means that when fighting against cruisers, tracking speed is basically no big deal, and the weapon with the highest damage-per-second, range and penetration of armor/shields wins.
The solutions are many and varied:
1) Have an optional ship ai-behavior of ‘keep moving’ where your ship basically spins in circles at a certain range (clunky and difficult to get a reasonable turning circle)
2) Always assume the ship is at max speed for hit purposes (might look silly)
3) Introduce a new mechanic to compensate (maybe ECM resistance?) and ignore tracking speed for weapons aimed at the bigger ships.
4) Just make greater use of balancing the existing mechanics to still make the choices interesting
I’m currently drawn mainly to 3) and 4). Any thoughts?