As far as the 9 second thing goes (Bobboau)...
Set reload time for all *BEAM* cannons players are using to 1 second. AI would have normal limits.
You'll see why I'm saying this later on: the two models of firing for beam cannons will take care of delay of cannonfire.
Flak guns be real-time fired...fully movable, and behave like normal weapons with mouselook style turret control; would need flak shells, but perhaps have a slowly regenerative ammo supply per turret. Or, to add a new dimension, give flak a HUGE universal ammo count for all flak guns of all flak types, and the Captain can call in support ships when needed to rearm the flak (but i think simpler regen ammo is better).
Laser turrets would behave as usual, using more or less power for heavier or lighter turrets. Yes, the refire will suck. But who fits lasers to their capships these days, unless they WANT to get killed?
The capital ship's energy reserves for weapons would be displayed on all the pilots' HUDs, including the main bridge's.
limits of the whole system:
- Turrets or the main bridge not under human control will revert to AI control.
- Only the Bridge has authority to divert power from weapons to shield or back, or modify gun/shield/engine power distribution for the ship.
- Super-beam cannons, eg. BFGreen, MjolnirBeam, generally can't rotate while firing (firing freezes the position of the cannon until the beam shuts down), and use ludicrous amounts of weapons energy. Strategic use would be necessary to avoid draining so much power that no energy is left for anything else.
- Standard beam cannons are able to rotate while firing but greatly slowed down.
- Slash-beam cannons are able to rotate very fast while they fire, but they usually either A) don't do much damage or B) take a long time to reload.
- Anti-fighter beams fire with a pulsing beam just like the AI ones and can rotate faster than any other turret type, but you have to time your mouse movements carefully.
About the 1 second refire...
that's the base refire time. The longer you fire a beam, the longer it takes to fire it again. And there would be ceilings for how long you can fire, of course.
Three models of firing, all unique:
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Delayed Reaction FiringThis would be best for super-beams and standard beams, since they shouldn't be able to turn quickly while firing like a Slash or AA beam can...Firing goes like this: Point, hold button for beam duration, and let go. Your next shot from that turret is allowed ONLY AFTER the beam shuts down. Due to the enormous energy a super beam would consume, this type of firing adds a level of strategy to the game --- once you let go of the button there's no turning back. You cannot abort the beam's "discharge", and it won't shut down prematurely unless the ship's weapon energy levels go critical/zero.
Slash beams could use delayed reaction firing, if firing time delays (see next firing mode) doesn't seem to be realistic/balanced/whatever.
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Firing Time DelaysThis one is the opposite: the delay between shots is proportional to the amount of time you SPENT continuously firing. Might be best for AA, and maybe slash beams.
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Real TimeWhat we're all used to. You press the button and you fire. Simple as that, no changes. The only weapon types suited to this firing mode are Flak Guns, Missile Launchers, and Laser Turrets.
......................anyway...
Boring? I don't think so.
Too bad its only an idea so far.
