Easy solution to make energy weapons more competitive VS ballistic: they just need to be more damaging at shorter range of impact. If the listed damage was what you deal at max range but they dealt +33% when hitting a target directly next to the muzzle, they would get a nasty kick. And it would both play to the strength of mid/high tech ships since they are more mobile, and de-incentivize kiting strategies.
I don't know if it's an "easy" solution due to the untested nature of the idea, but I kind of agree it'd help enforce the intended niche of energy weapons. Perhaps if it's possible to design a mod to do this as a testing platform, and to see how it would fair in balancing?
Also worth considering is whether or not this specific mechanic affects beam weapons, and in what way, since they tend to work as "energy adjacent" and have differing damage types to boot.
Hmm, that sounds viable as a buff to replace the old Flux Overload mechanic, which I never cared for much.
I already did that with Beam weapons and it didn't break things. I'll give it a go with Energy weapons.
Probably a range from 1.0 to 3.0 (at point-blank, basically would only come up with Fighters; more often we're talking about 1.5 at most if face-hugging).
They still feel a little weak-sauce in Rebal, but I don't want to push their core DPS efficiency up more, mainly because of outlier cases. It'd provide a reason for High Tech to want to get close, even if it's still usually a Bad Idea.
3x is astoundingly great for a game like this. A 33% increase in damage against armor can grant far greater upticks in damage, and going too far would just make HE irrelevant in a macro scale. A weapon that deals 300 damage in a hit against an enemy with 500 armor suffers a DR coefficient of .375 (300/(300+500)) while boosting that by the given 33% example would make the coefficient .44 (400/(400+500)), resulting in a 58% increase in resulting damage (300x.375 v 400x.44, or 112.5 v 177.77). This is already roughly double the listed 33%, and consecutive hits compound this exponentially (until the armor is effectively shredded to minimal values, which reduces the effects back down to the listed 33% approximately and creating a misshapen parabola).
Meanwhile if the damage is
tripled we find the coefficient going from .375 to .64 (900/(900+500)), which is a dramatic
412% (300x.375 v 900x.64, or 112.5 v 576) increase in damage. Your 300 damage hit just did more damage than an anti-matter blaster to that armor plating.
Of course, this matters less once you get past armor. But armor is a core mechanic of this game, and we can't ignore how important it is to balancing.