Duh, looks like I'm in the minority here WRT to small guns on Odyssey.
When I have an Odyssey, I also use dual Plasma Cannon, but... I never ever leave small mounts empty: these get a mix of IR Pulse Laser, LR PD Laser and Burst PD Laser. Which are all fine guns AFAIC.
IIRC I use 4 IR Pulse Lasers, 2 on each side, so the ship gets a good anti fighter coverage. Those small guns do a decent job against small targets and do
not contribute damaging large targets because large targets are kept close to the maximum range of the Plasma Cannons.
This is
my "optimal" Odyssey doctrine.
Other than managing distance, a key thing here is proper weapon group setup, but I'm pretty sure I don't have to explain this to experienced players.
(though I don't use the ship often because it's so rare)
Warships should be able to equip lots of weapons though.
All warships
are able to equip lots of weapons. When some weapons mounts are empty it's either lack of guns, or player choice. Nothing in the game design actually prevent equipping lots of guns. I know it's obvious but at the same time reading this conversation while not having in game experience could lead someone to get a false impression, IMO.
I think most of the empty mount set ups on warships (particularly high tech ships) are a result of energy weapon balance and the fundamental nature of the flux mechanics. Energy weapons pretty much universally have efficiency 1:1 or worse meaning that it's actively bad to fire into shields (you build more flux in your own ship than the enemy) unless you have enough dissipation to fire without generating flux in your own ships (or very close to that point).
Sure. But if you look at the big picture, shield efficiency and flux pool play an important role in combat. And mobility. And armor piercing weapons. And nearby allies.
I've played half my current campaign piloting a Shrike: Pulse Laser + Ion Cannon on autofire, dual Antimatter Blaster on manual fire. Empty mount on this build: no missiles, my choice. Do I need to explain the kind of flux you build when you fire two AMB? I had no issue whatsoever WRT to flux management, because dissipation, flux pool, shield efficiency, mobility, nearby allies. Mostly player piloted build TBH, I'm not sure how AI manages it.
In other words, designing a ship loadout around main guns vs ship's dissipation is important, yes, but it should not be the only criteria. Especially on high tech ships.
That reality of these mechanics naturally leads to 'empty loadouts' because you need to have enough dissipation to fire your weapons, otherwise you're hurting yourself (or treading water/not making progress in the fight).
Not only with high tech ships. In my fleets I would usually put a single Heavy Blaster on midline cruisers : which translates into 2 empty medium energy mount on Eagle and 1 empty medium energy mount on Falcon. My load out choice, I'm pretty comfortable with this and do not consider this a problem at all. If I wanted to use beams on Eagle, I would be happy to have 3 medium energy mounts. See?
So AFAIC empty mounts are not a problem to solve, and so far, from what I have read in this conversation, I have not found any compelling reason to consider them as a problem.
Last part is a bit blunt and is not directed at intrinsic_parity or any specific person. Putting this under spoiler:
Spoiler
I don't know, maybe people should learn to make loadout design
decisions they are comfortable with ... knowing that
trade-offs have to be made in the process.
As a player you know the rules, you
cannot have on a single ship: high end guns + high end missiles + high end fighters + high end hull mods + top of the line flux stats + no empty mount. You know the rules, right?
As a player you evaluate intended role for the ship in your fleet, how you fulfil the role/missions through guns/missiles/fighters/empty mounts
choices, how you
balance ship's strengths and weaknesses through flux stats and hull mods.
This, by the way, is conscious gameplay. My point of view on the matter is: player should assume responsibility on his choices. Not doing so can lead to player frustration, which clearly is self inflicted pain in this case.
Two solutions if you find yourself at odds with the current game design: (1) change vanilla game design, (2) modding. Reading Alex's first reply in this conversation I wouldn't be optimistic about convincing him of doing (1), though discussions sure can lead to changes. On the other hand with (2) the sky is the limit, so... what are you waiting for?
As far as managing player expectations go, one thing that could be done in the game is adding some/more explicit messages along the line of "trade-offs have to be made" on refit screen and other appropriate places if any. And maybe add a load out design tutorial.