For missile ammo, the texture of the missile module itself gives me an idea:
The side of each missile module shows stored missile ammo.
This tells me that the number of missile modules should define the storage capacity of the missile system, not the power of each missile.
Linked secondary weapon systems (and tertiary effects) will actually determine the power (and relatedly, the ammo usage) per shot.
Examples:
> 0 missile modules, but no slaved weapon systems: 1 dmg single missile per second, lots of ammo per module. (E.g. based on texture, let's say that a single module holds ~36 dmg (36 individual small missiles), spread across 1-dmg missiles yields 36 shots per module.)
200 missile modules (1 dmg, 7,200 dmg capacity), 200 slaved beams (+1000 dmg + 1000 dmg capacity (enough for at least one shot) + lock-on capability), 200 slaved explosive modules (+1000 dmg + 1000 dmg capacity (enough for at least one shot) + add explosive effect) results in 4 missiles, each doing 2001 double-explosive damage.
1000 missile modules (1 dmg, 36,000 dmg capacity), 1000 slaved cannons (+5,000 dmg + 5,000 dmg capacity + rapid-fire capability), 1000 slaved punch-through modules (+5,000 dmg + 5,000 dmg capacity + punch-through) results in 4 missiles, each doing 10,001 damage, punch through.
4000 missile modules (1 dmg, 144,000 dmg capacity), 4000 slaved beams (+20,000 dmg + 20,000 dmg capacity + lock-on capability) results in 8 missiles, each doing 20,001 damage per shot. No added effect other than the missile's inherent explosive effect, due to no tertiary slave.
With this, missiles should be able to intercept missiles (missile pd turrets), and missiles should probably have HP. Maybe 1/1000 damage + 1. (E.g. a 20,001 damage missile would have 21 hp.)
Leftover damage would result in one extra missile with less damage (the remainder) than the regular missiles.
Examples:
The 200+200+200 example could result in 4 regular missiles with 2001 damage each, plus one 1196-damage missile.
The 1000+1000+1000 example could result in 4 regular missiles with 10,001 damage each, plus one 5,996-damage missile.
The 4000+4000 example could result in 8 regular missiles with 20,001 damage each, plus one 3,992-damage missile.
The ship should be able to "rebuild missiles", probably at a rate of 1 dmg/sec, maybe multiplied by the number of missile modules.
Plus, you can "buy" instant reloads at shops and friendly stations. (And maybe supply ships with special supply blocks or something.)
Edit:
The damage increase probably needs to be ten times as high (50 damage and ammo storage per slaved weapon block versus just 5) to compensate for the reduced ammo availability and to make it a truly powerful weapon for smaller vessels, without becoming over-powered. (server-configurable, of course)
The side of each missile module shows stored missile ammo.
This tells me that the number of missile modules should define the storage capacity of the missile system, not the power of each missile.
Linked secondary weapon systems (and tertiary effects) will actually determine the power (and relatedly, the ammo usage) per shot.
Examples:
> 0 missile modules, but no slaved weapon systems: 1 dmg single missile per second, lots of ammo per module. (E.g. based on texture, let's say that a single module holds ~36 dmg (36 individual small missiles), spread across 1-dmg missiles yields 36 shots per module.)
200 missile modules (1 dmg, 7,200 dmg capacity), 200 slaved beams (+1000 dmg + 1000 dmg capacity (enough for at least one shot) + lock-on capability), 200 slaved explosive modules (+1000 dmg + 1000 dmg capacity (enough for at least one shot) + add explosive effect) results in 4 missiles, each doing 2001 double-explosive damage.
1000 missile modules (1 dmg, 36,000 dmg capacity), 1000 slaved cannons (+5,000 dmg + 5,000 dmg capacity + rapid-fire capability), 1000 slaved punch-through modules (+5,000 dmg + 5,000 dmg capacity + punch-through) results in 4 missiles, each doing 10,001 damage, punch through.
4000 missile modules (1 dmg, 144,000 dmg capacity), 4000 slaved beams (+20,000 dmg + 20,000 dmg capacity + lock-on capability) results in 8 missiles, each doing 20,001 damage per shot. No added effect other than the missile's inherent explosive effect, due to no tertiary slave.
With this, missiles should be able to intercept missiles (missile pd turrets), and missiles should probably have HP. Maybe 1/1000 damage + 1. (E.g. a 20,001 damage missile would have 21 hp.)
Leftover damage would result in one extra missile with less damage (the remainder) than the regular missiles.
Examples:
The 200+200+200 example could result in 4 regular missiles with 2001 damage each, plus one 1196-damage missile.
The 1000+1000+1000 example could result in 4 regular missiles with 10,001 damage each, plus one 5,996-damage missile.
The 4000+4000 example could result in 8 regular missiles with 20,001 damage each, plus one 3,992-damage missile.
The ship should be able to "rebuild missiles", probably at a rate of 1 dmg/sec, maybe multiplied by the number of missile modules.
Plus, you can "buy" instant reloads at shops and friendly stations. (And maybe supply ships with special supply blocks or something.)
Edit:
The damage increase probably needs to be ten times as high (50 damage and ammo storage per slaved weapon block versus just 5) to compensate for the reduced ammo availability and to make it a truly powerful weapon for smaller vessels, without becoming over-powered. (server-configurable, of course)
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