Dalas120 What do you think about boosting impact damage and reducing penetration damage, or changing penetration to per-tile?
Boosting impact damage sounds fine. I'm hesitant to reduce penetration damage -- the base (un-buffed) amount is already half that of the large cannon. Maybe if I add back in the final explosion?
Changing penetration damage back to per-tile I'm open to, though it will require rebalancing cannon penetration damage. (I'm trying to remember why I changed it to per-room in the first place. I think maybe I thought it would be easier to balance.)
Olexphyre It seems that once the projectile gets close enough to the target ship, it decides to fly just a liiittle bit further and makes contact.
Again, a saved game demonstrating this would be nice, since I'm 99% sure this doesn't actually happen.
BattleCruiserCommander I have made a ship with railguns that should make it have extremely long range. But when it exits the railgun it goes only a short distance. I have used other mods, but they don't interfere with the gun. Does the railgun have a certain limit with the accelerators? I will show you my ship so you see what I mean.
Yeah something is clearly bugged there. The range does max out after 3 accelerators, but that's a lot less than max range. I'll look into it.
samepage Instead of having a pool of damage to be reduced. The damage of the Railgun should change based on how much Penetraion value (Pen.) was left in the bullet as it went through the ship.
This is an interesting idea. I'll think about whether I prefer this to a damage pool.
samepage I suggest that the Railgun able to go through multiple shields like an EB, but reduce the damage to 25% for each shield it went through.
If I used your idea of reducing damage based on penetration remaining, then I think it'd make the most sense to just give shields a really high penetration resistance so that they stop most shots but longer railguns can penetrate through.
Dalas120 Bug - I think: railguns (and presumably cannons) deal full impact damage to shields even after dealing full impact damage to armor and penetrating, instead of dealing only penetration damage to shields. This doubles the total impact damage.
This is true of all penetrating weapons. Less of a bug and more of a... design oversight. 😛
SpaceCat The Railgun having only two parts "Loader" and "Launcher". But you can stack the Launchers and they then act as "Accelerators".
I was originally thinking about doing this, but the more I thought about it the more I realized that it's much more complex, both from a coding perspective and from a game design perspective, so I decided to stick to the simpler way.