Right now all weapons are bound by a "hard" maximum range, which consists of 2 components:
-weapons can only fire at ships that are in range
-all shots disappear after either a calculated distance based on range and velocity or when their timer runs out
Now, for the purpose of ensuring that fights happen with both ships on the same screen, making for a more cinematic experience, and the secondary purpose of ensuring that the simulation will not have to keep track of thousands of projectiles flying off into the far reaches of space, hard max range does its job. I believe it has several issues though:
-a ship with superior range and maneuverability can (theoretically) defeat an infinite number of inferior ships, without any damage whatsoever
-it breaks immersion to see, for example, a powerful railgun shot just disappear 1 meter before it hits something
-it breaks immersion that huge ships (10M+) basically have to rub skin against each other to do something. Hardly an issue without big ships mod but even for vanillas biggest ships it feels off.
So here's my suggestions that I think would fix those issues (while probably creating new ones):
-a ships weapons can target any ship if it's within vision range, or within vision range of an allied ship that has a targeting relay component or something. Wouldn't want it to be too easy to use allied vision in multiplayer, after all.
-energy/ammo consumption re-balanced to more heavily punish missed shots. Holding fire until you get close enough should be the standard of play.
-shots no longer disappear*. Instead, weapons use other mechanics to limit their effective range. These can be generic, or weapon specific. I will list what I have in mind for some weapons.
Laser/electrobolt shots: lifetime dependent damage falloff. The longer the shot flies, the less damage it does, down to a minimum.
Cannon shots: their slow projectile speed already strongly limits their effective range. Unsure if further limitations would be required.
Missiles: can only home for the first X seconds of flight, during which they try to set themselves on an intercept course towards their target.
Ion beam: distance dependent damage falloff, in this case maybe down to 0, because it's instantaneous and can't be dodged. The beam could become more and more transparent the further from its origin.
Railgun: it should shine the most at the longest of ranges. I guess just give it .5 degrees of inaccuracy and balance it through firing rate/energy cost.
*for the sake of the simulation, shots should still disappear once they are far away enough from the action.
Now I understand that this suggestion is very radical, basically a re-design of combat, and I really doubt Walt will go for it, but I wanted to throw it out there and hear your thoughts.