Now that I think about it, I wonder if it would be better to take the Galleon/Squid crossover to its logical conclusion. Same basic layout as above, but with some tweaks:
- Catwalk- Balloon repair point located near front of ship, turning engines located at the back.
- Main deck- Helm in the center on slightly raised platform, main engines at the rear of the ship, hull repair point forward, single light gun facing to the left.
- Bottom deck- Two heavy guns, once facing starboard and one port.
Here's my thinking- the ship's design is meant to create a vessel with great speed and acceleration, but that turns very slowly. It's typical attack would be to fly by an enemy, empty its guns, then zoom off before the enemy ship can retaliate. The current setup works quite well for that, but the asymmetry with the heavy gun makes me very uncomfortable. As I said before, limiting most of your firepower to just one side is
very restricting, especially when one of the hallmarks of the ship would be its slow turning speed. The other asymmetrical ships- the Pyramidion and the Mobula- focus most of their firepower in a logical manner. The Mobula is 100% forward firing, but that's a natural direction- much of the time you're flying toward the enemy, so it's easy to get a firing arc. For the Pyra, which only has guns on two sides, it also focuses on the frontal guns. I can't remember the last time I flew on a Pyra where the side guns were more than an afterthought.
The two basic layouts currently are focus-forward (Goldfish, Pyramidion, Spire, Mobula) or broadsides (Galleon, Junker). The Squid is the odd man out, with its forward/right/rear configuration. It's also the most
agile ship, which makes up for its odd placement. In fact, that's why I think a totally asymmetric build on this ship would struggle- a good Squid would easily be able to dodge its left gun and tear you apart. By balancing its firepower to the left and right, you still keep it in the role of a strafing ship- you can only damage the enemy if you're passing them. But, you limit its blindsides to the front and back- say you get attacked from behind, and you can simply hit the gas and pull out of range quickly. If the attack comes from the front, you can either back up or try and dodge above or below the enemy ship. You're still vulnerable, but less likely to be a sitting duck. (and with the light gun to the left, that's still your "kill side")