I've said it before but these GIFs showcase a more "arcane" side of SS that what we're used to. It's always felt like hard sci-fi but these new weapons appear almost magical. Obligatory "sufficiently advanced technology" quote here, but the visuals would fit just as well in a Diablo game. Learning what the heck is sporting these weapons, or why they're in the Sector at all should be fun.
<insert dire hints here>
I'll just say, yeah, this is very much intended, and (as I've probably said already) I'm glad these come across like that.
If these kind of weapons are indeed "super" weapons in the same vein as the Knights Templar, their OP and flux cost were prohibitively expensive on anything on non-Templar ships. I don't know if these new weapons are "native" to a new kind of enemy type but if they are, an inherent hull mod on those ships that give some sort of OP/Flux reduction could be in order. That way you balance around player-use but the endgame ships in question are just flat-out better with them. That probably ups the difficulty some but we're talking endgame, right?
Speaking purely hypothetically, ahem: equivalently, said hull could just have more OP and better baseline flux stats. Alternatively, a hullmod like that could instead boost damage - making the weapons only overpowered while on that kind of hull. But, again, I'm not sure that's actually necessary. For many of these, the damage throughput increases are fairly modest, and the thing that make them special are other properties, even if they're not always particularly major ones. It could be something as simple as effectively filling a role that other existing weapons don't.
If you can answer, it would appear to me that most of these weapons do more than just damage. Many of them have a side-effect (or perhaps even the primary effect is some kind of disruption). Are you hoping that traditional strategies won't work against these kind of weapons (forcing the player to learn/adapt) or do you think it would be "unfun" for a player to get to the endgame and then everything they've learned/built up until that point sort of gets nullified? (Of course, the player would probably get introduced to the new weapons in controlled doses throughout the game so it doesn't come completely out of left field, but you get my point...)
They've all got something special, but I wouldn't say it's disruption focused, and traditional strategies still work. A lot of this is about pushing specialization farther, or making something effective at a given job in a way that regular weapons aren't - but it's still the same tactical role. Or about breaking some kind of "rule" that regular weapon designs adhere to. Or pushing some stats to extremes, but not in a "just always more damage" way - but rather in a way that gives some tactical play.
For all that, I'm fairly certain the player's first encounter with these weapons will not go well, and there are surprises beyond that as well
