Some quick ideas:
* Beam and pulse lasers could possibly have effect reduced by range, or maybe coupled to shield disruption only.
* Projectile weapons could have longer range but harder to aim, but works equal on shield and hull. So you may get "aim assist" but no "homing".
* Plasma weapons similar to projectiles, but even slower and more devastating. Or drain energy (might be too weird)?
* Missiles, torpedoes, and mines of varying effects, yield, purposes, speeds, and tactical ability. Maybe the ability to program a missile to hit a specific part of a ship (if local damage and damage types are simulated). Like taking out rear turrets of a battlecruiser so you can get in closer for the kill. Torpedoes could have different payloads and configurable yield, to allow attacker to control how much destruction he desires to maximize salvaging.
* Use of tractor beams in the offense and defense.
* Cleverly designed geometry of ships so that they can present weak points that can be exploited.
* Bigger (both guns and ships) shouldn't always mean better.
* Countermeasures, but typically in limited carrying abilities and certainly not "one size fits all". Force the player to choose his protection - on a bad day he might get killed by a total noob in a low end ship because he didn't carry countermeasures against the weapons it can carry.
I could possibly go on forever airing such ideas. What I really don't want is limiting tactical abilities to only "jousting" or who's got the biggest gun/best aim skill. Or worst of all, play hide and seek in an "asteroid belt" (you probably wouldn't even get close to one if you just traveled blindly straight through it, due realistic spacing between bodies). If jousting is prevented (should happen without any computerized aid assisting you), I want the mechanics well explained and feel natural - unlike all other space "sims" out there.
Bottom line: Think hard about tactical opportunities; I want success of a fight to be determined not by aiming skill alone, but also some thought process leading up to that fight. Don't settle for cheap action paced shooter mechanics.
* Beam and pulse lasers could possibly have effect reduced by range, or maybe coupled to shield disruption only.
* Projectile weapons could have longer range but harder to aim, but works equal on shield and hull. So you may get "aim assist" but no "homing".
* Plasma weapons similar to projectiles, but even slower and more devastating. Or drain energy (might be too weird)?
* Missiles, torpedoes, and mines of varying effects, yield, purposes, speeds, and tactical ability. Maybe the ability to program a missile to hit a specific part of a ship (if local damage and damage types are simulated). Like taking out rear turrets of a battlecruiser so you can get in closer for the kill. Torpedoes could have different payloads and configurable yield, to allow attacker to control how much destruction he desires to maximize salvaging.
* Use of tractor beams in the offense and defense.
* Cleverly designed geometry of ships so that they can present weak points that can be exploited.
* Bigger (both guns and ships) shouldn't always mean better.
* Countermeasures, but typically in limited carrying abilities and certainly not "one size fits all". Force the player to choose his protection - on a bad day he might get killed by a total noob in a low end ship because he didn't carry countermeasures against the weapons it can carry.
I could possibly go on forever airing such ideas. What I really don't want is limiting tactical abilities to only "jousting" or who's got the biggest gun/best aim skill. Or worst of all, play hide and seek in an "asteroid belt" (you probably wouldn't even get close to one if you just traveled blindly straight through it, due realistic spacing between bodies). If jousting is prevented (should happen without any computerized aid assisting you), I want the mechanics well explained and feel natural - unlike all other space "sims" out there.
Bottom line: Think hard about tactical opportunities; I want success of a fight to be determined not by aiming skill alone, but also some thought process leading up to that fight. Don't settle for cheap action paced shooter mechanics.