I've been trying for months to actually sit down and get the weapons and outfits for Delphi finished, but I only realized recently that the thing that has been stymieing my progress is the fact that I created the ships before I created the weapons. As a result, I've been trying to create scaled weapon values that match the rough defaults I entered for the ship armor and shield values. Especially because of the unique way that Delphi will handle shields, this was causing some serious problem. So, it's time to finally buckle down and fix this. I have a game full of planets and sprites, but no functional physics aside from basic flying around (although I think it'd be cool if somebody made a Nova plugin that focuses on diplomatic missions and involves very little weaponry).
I am scrapping all the data values. Every ship will be reset to 1 armor point and 1 shield point, and I'm going to create the weapons first. Then, I'll scale the ship values around the weapons I create. In theory, I will be able to create a wide range of different weapons and outfits for defensive and offensive purposes, scale the ships around them, and then trim out some of the weapons if there seems to be too many, or if certain ones given an unfair advantage. For instance, I really actually want the basic Electromag Laser to be a rapid-fire weapon, but because the weakest hull in the game only had 20 hitpoints, even a gun with 1 shield damage and 1 armor damage was capable of incinerating some smaller ships too quickly. I'm going to let my imagination run wild, create a whole bunch of crazy and awesome weapons, and then trim the list to fit accordingly.
Here are some examples I'll be experimenting with:
• An Electromag designed for fighters and only appearing in the outfitter when flying one, with weaker stats than the normal laser but a front-quadrant arc.
• A "conventional" artillery weapon, using expensive shells as ammo, causing lethal damage over distance (Nichron artillery degrades with distance, this wouldn't).
• Various versions of the mid-range Electromag, some with increased damage but lower firing rates, and others the opposite.
• A flak-like PD weapon with increased kickback, but average damage. Good for warding off fighters.
• A few different mining weapons, for people with different tastes in asteroid-blasting. One, for certain, will be a super-short range pulverizer with excellent damage, while the other will be a medium range "blasting charge" released from the ship like a nuke.
• A short-range beam weapon with excellent shield damage but no armor damage, used to keep a ship's shields down for an extended time period. However, the weapon will drain a large amount of energy each second.
• The Pariah Hull Cutter, an extremely short-range (5 pixels) invisible beam weapon that deals terrifying hull damage - designed to simulate mechanical tools built into Pariah ships that tear open enemy vessels. Don't let them fly too close.
Also, a note about shields in Delphi, for the uninitiated:
In Nova, shields were basically just an extra layer of armor that could slowly regenerate and recharge when landing. From an electrical standpoint, the energy requirements to keep up a full barrier shield like this would be astronomical, even from a futuristic "anything's possible" world of science. So, the shields in Delphi behave a bit differently. The strength of your shields is basically a threshold measurements of how much damage you can absorb from a single shot before it strikes your hull. The shields recharge much faster than in Nova, but their maximum capacity is usually measured in tens, not hundreds or thousands like some of the capital vessels in Nova. If you are flying a ship with 50 armor and 10 shields, you can take a shot of up to 10 damage without it hurting your armor. If somebody tears into you with a heavier round dealing 10 shield damage and 10 armor damage, you'll be patching up a fifth of your armor. HOWEVER, if somebody comes after with a physical round that doesn't penetrate shields, you'll be completely safe. With that in mind, pretty much all physical rounds penetrate shields, because the shields are designed to deflect energy, not bullets. No physical gun in Delphi doesn't require ammo, though, so it can become prohibitively costly to use impact weapons.