I am keen on the idea of making some weapons or explosions Area-of-Effect in terms of doing damage. Not on a huge scale, but in tight bunches, so maybe a cruiser going bam will do damage to everything within its actual physical radius, but no further, and the damage scaling down to zero at the outskirts of that radius.
The intention is twofold:
- A disincentive for ugly ‘stacking’ of ships in challenges and player fleets
- Some cool effects when your ship just happens to be limping back behind the lines to repair itself, but unluckily gets hit by a nearby ships detonation…blam!
- Added realism. Lets be honest. space missiles would be nueks, and they would impact stuff over a vast area.
This could unbalance the game in favour of whatever weapons get AOE damage
This could nerf the whole idea of escorting fighters.
This could introduce perhaps a bit too much randomness into things?
My gut instinct is that introducing AOE for ship detonations (just cruisers and frigates), but on a relatively low level, with it being maybe equivalent to a single large hit from a mid-power weapon, scaling down to zero at the limit of the effect. The explosive force would be proportional to the strength of the powerplants on the ship in question, and I could introduce shielded powerplants that are ‘safer’.
It will be a simple balancing act later on to adjust the strength of the variables.
I am not especially minded to introduce AOE for normal weapon impacts that are not destructive. I’m on the fence about whether this effect should apply to fighters or not, and as to whether it should bypass shields and do direct armor or even internal damage. I can see all sorts of arguments in different directions.
What do people think?