Topic: Carronade weapon trait modifiers

One thing changed in the latest Drydock update (v1.04a) is the multiplier for Carronade, along with the multipliers for combining Crn with other range-based traits. These are now:

Carronade = x0.8
Bls+Crn = x0.7
Crn+Dfs = x1.0
Crn+Fcs = x0.5
Crn+Gid = x0.7
Crn+Sct = x1.2
Crn+Tls = x0.6

For most ships, this should make a negligible difference in final CRAT, but it does discourage loading up on Carronade weapons as a way of getting cheaper accuracy.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Carronade weapon trait modifiers

Well, that's gonna be a pain, seeing as in the setting I've been working on most if not all of the weapons have Crn+Gid (and only a few don't), that's thrown a massive spanner into the works...

Ah, well, it'll be another two months before you have the new setting, then.

Re: Carronade weapon trait modifiers

Sorry. :'(

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Carronade weapon trait modifiers

Daniel wrote "...but it does discourage loading up on Carronade weapons as a way of getting cheaper accuracy."
I did that and found it made range 18 weapons cheaper & more accurate.  I am glad this adjustment has been made.
(It may be partially my fault<LOL>)   tongue

Re: Carronade weapon trait modifiers

And mine, especially as most of my settings have them. I could have taken the coward's way out and said that, since most of my settings are meant to be self-contained, that it doesn't matter, but I would always feel that it wasn't 'right' somehow.

And, besides, one advantage of having to tackle everything again is that before the Great Carronade Re-Ordering the light weapons I had weren't great at attacking even lightly-shielded vessels--now, they don't possess the NPr trait and are thus better. I also stopped using the multi-weapon mount rules--well, for most weapons anyway--and it does make the maths easier. I even improved on the missile weapon and have a weapon that is effective at all ranges and has a mode that gives them a hefty punch close-in. It might lose the 'cluster of weapons' feel the earlier designs had, but it's not too much of a sacrifice, especially as they still have a respectable number of weapons.

There's a lot of thought going into the setting--there's an attempt to have multiple FTL systems, for example, and in-universe explanations as to why some weapons can't be used on certain hulls. It does mean a few equipment options have been co-opted--for example, Ionized Hull for certain vessels actually replicates a Q-ship, while shields of 5 and a shockwave replicates a side-effect of something else.