The mechanic as far as I have understood it works like this: we have 3 values that determine what turrets a ship will pick for each of his groups, that is tolerance level, weapon price and variation. Each turret has a tolerance value and if the ship job has a tolerance level of lets say min 0.8, the ship will only use weapons that have at least a tolerance of 0.8. The normal game mechanic will always try to pick the most expensive weapon of all the weapons that are above that tolerance level then. Turrets priorities to pick are ordered by price. This would mean that we will only have ships with the most expensive turret in game and that was pretty well seen in an early beta 3.0 version where all ships were equiped with Flak turrets because it was the most expensive turret.
Then we have another value we can influece the loadout system but this has a big flaw. Its called variation value that will determine the chance, that the game will take a turret from the next lower priority (as long as the turret is in the tolerance borders). But it will also mean, that if the rolls for picking the next lower priorized turret reaches the end of the priorization list and there is no next turret in the list, atht the turret slot will be empty. This is actually the case in the newest beta. We have more variation, but it is impossible to guarantee, that enemy ships will use all of their turret slots.
In my opinion, the system is not good at all.
- It is not possible to let the AI pick cheaper weapons more often than the expensive ones without the danger that many slots will be empty
- The system does not allow us to define that some specific weapon types will be picked more often than others (lets say I want that beam weapons will be used way more often on paranid ships but at the same time I want that the paranid ships use many different weapons by chance)
Tolerance level defines what kind of weapons are possible for the specific job.
Normally, each weapon that lies in the tollerance borders will be picked with the same chance for each weapon group.
But we should also be able to define what tolerance values will be picked with a specific chance.
Price should not have any impact on the weapon priorities. The most expensive weapons should definately not be the most used weapons in the game.
Additionally, there should be a value like "min" "exact" and "max" for the amount of used groups in percentage of the ships max weapon groups. This should be default exact="1" for combat ships so all ships would fit all turrets.
Example:
Lets say we have a tolerance limit of 0.5-0.8 for a specific job. There are 3 weapons in these borders, weapon A with tolerance 0.5, weapon B with tolerance 0.7 and weapon C with tolerance 0.8. So by default each weapon has a chance of 33% to be picked.
But we should be able to define something like that: tolerance min="0.5" max="0.6" chance="0.5" that would result in all weapons inside that group would be picked with a chance of 50%. The rest of the weapons will then be picked 25% each.
This system would be way more flexible.
I really hope that we will see some changes into that direction soon, because the system right now is not good. I want to say that specific ships use specific weapons more often and some races should also use specific weapons more often than others. All without reducing the total number of used turret slots.