Post by aiyel on Nov 2, 2016 19:15:13 GMT
There are a few things I'd love to see in-game in the future after the immediate concerns (still broken guns, missile guidance and fusing) are dealt with.
1.) Staging
I'd like to actually play around with the invasion staging rigs the fluff mentions, allowing us to plan on the operational level rather than the already-in-system level. It would also be a very useful feature indeed for missiles. Making it less awkward than the current method of 'staging' would also be fantastic.
2.) Solid fuels
Not really helpful at all for manned spacecraft, but as stages on missiles, there's plenty of good reasons to choose SRBs. For one, it's much easier to store an SRB in a ready-to-go state than it is a liquid-fueled system. For another, at least with conventional systems, SRBs provide fantastic TWR even if their exhaust velocity is sub-par. This should make them significantly more useful for countermissiles, or as the terminal stage of a KKV. The obvious downside is that once lit, you can't really turn off an SRB, and you also can't throttle it in any meaningful way except in how the propellant is originally packed in the rocket.
3.) The addition of fragmentary layers on nukes
Since low-yield micronukes are apparently a thing, and many like to use them for nuclear 'shaped charges' by adding scatterable radiation shields to their missile designs, actually having a formalized system of 'let's stick a can of ball bearings to our warhead, regardless whether it's conventional or nuclear' might be useful. let us pick the size and composition of the fragmentary fill layer, then stick them to our missile in front of the nuclear hand grenade. a 500t micronuke is hardly going to vaporize the can o' frag's contents.
4.) smarter energy management
Currently, weapons are pretty dumb about how much energy they actually use, especially rapid-fire coilguns and railguns. The game can't seem to tell that the 5MW railgun is actually using 5MJ per shot and firing several dozen times a second, for physics-breaking energy throughput. As such, I propose that get fixed, but you also give us the ability to design batteries and capacitors to allow for more poerful guns than a reactor could support on instantaneous power. Also, as part of this fun, I'd really like to see pulsed lasers.
1.) Staging
I'd like to actually play around with the invasion staging rigs the fluff mentions, allowing us to plan on the operational level rather than the already-in-system level. It would also be a very useful feature indeed for missiles. Making it less awkward than the current method of 'staging' would also be fantastic.
2.) Solid fuels
Not really helpful at all for manned spacecraft, but as stages on missiles, there's plenty of good reasons to choose SRBs. For one, it's much easier to store an SRB in a ready-to-go state than it is a liquid-fueled system. For another, at least with conventional systems, SRBs provide fantastic TWR even if their exhaust velocity is sub-par. This should make them significantly more useful for countermissiles, or as the terminal stage of a KKV. The obvious downside is that once lit, you can't really turn off an SRB, and you also can't throttle it in any meaningful way except in how the propellant is originally packed in the rocket.
3.) The addition of fragmentary layers on nukes
Since low-yield micronukes are apparently a thing, and many like to use them for nuclear 'shaped charges' by adding scatterable radiation shields to their missile designs, actually having a formalized system of 'let's stick a can of ball bearings to our warhead, regardless whether it's conventional or nuclear' might be useful. let us pick the size and composition of the fragmentary fill layer, then stick them to our missile in front of the nuclear hand grenade. a 500t micronuke is hardly going to vaporize the can o' frag's contents.
4.) smarter energy management
Currently, weapons are pretty dumb about how much energy they actually use, especially rapid-fire coilguns and railguns. The game can't seem to tell that the 5MW railgun is actually using 5MJ per shot and firing several dozen times a second, for physics-breaking energy throughput. As such, I propose that get fixed, but you also give us the ability to design batteries and capacitors to allow for more poerful guns than a reactor could support on instantaneous power. Also, as part of this fun, I'd really like to see pulsed lasers.