The idea is simple, but the implementation would be wicked complex.
Short version: Make weapons more like ships insofar as the each weapon gets different bonuses instead of the weapon skill simply providing a straight damage/RoF bonus. This could allow for some interesting design choices and potentially make lower-tier turrets more viable.
Long version: I’m going to use small railguns as an example (and only an example) but the principles would apply to all weapons. Currently, small railguns all get +5% damage per skill level of Small Hybrid Turret and +2% damage per skill level of Small Railgun specialization (if they’re T2). As is the case with most turret families, the higher tier entries have higher damage and longer range at the expense of lower tracking and higher fitting. While they all benefit from damage bonuses, a damage bonus doesn’t necessarily play into their relative strengths. What I’m proposing would be to remove the damage bonuses from the skills, and add something like the following bonuses to the weapons themselves:
75mm Railgun I
Small Hybrid Turret bonuses (per skill level):
5% bonus to tracking
75mm Railgun II
Small Hybrid Turret bonuses (per skill level):
5% bonus to tracking
Small Railgun Specialization bonuses (per skill level):
5% bonuses to damage
125mm Railgun I
Small Hybrid Turret bonuses (per skill level):
5% bonus to optimal range
125mm Railgun II
Small Hybrid Turret bonuses (per skill level):
5% bonus to optimal range
Small Railgun Specialization bonuses (per skill level):
5% bonuses to damage
150mm Railgun I
Small Hybrid Turret bonuses (per skill level):
5% bonus to damage
150mm Railgun II
Small Hybrid Turret bonuses (per skill level):
5% bonus to damage
Small Railgun Specialization bonuses (per skill level):
2.5% bonuses to rate of fire
Again, these would be instead of the existing weapon skill bonuses, not in addition to (i.e. small hybrid turret would provide no bonus itself, just like the Caldari Destroyer skill doesn’t*) and none of the associated support skills would change either. I tried to pick numbers that make sense, but they’re for illustration so please don’t comment on the specific values. Notice how each entry has specific strengths, and those strengths grow as the pilot becomes more skilled. Maybe to the point where someone chooses to fit an undersized railgun not just because of fitting, but because it’s the better choice for the job. And also, the specialization skill bonuses aren’t necessarily forced to all be tiny; they can end up being just as impactful (no pun intended) as the base skill bonuses.
Arties would be another great example here: give the smaller ones damage bonuses and the larger ones RoF bonuses (along with application bonuses mixed in like with the railgun example) in order to help better deal with the long-standing “RoF vs. Alpha” debate.
Now, obviously, all of this would take a lot to balance and get right. But if it worked, I think it would provide a much more diverse ship fitting ecosystem and potentially open up some new gameplay avenues.
Thoughts? Suggestions? Am I totally off base here?
*Can you tell that I’m a Cormorant lover at heart?