I was thinking about the other recent missile-slave thread, and looked back at what missile slaving is supposed to accomplish.
In a space game, conventional shotgun spread doesn't really make sense, for the same reason that most players dislike missile slaving in the first place: in the context of space and/or Starmade, there aren't enough hits to make the spread worthwhile.
Macross Missile Massacres don't really work like conventional shotgun spreads. The shots spread out, and then they return to the original firing vector. (The vector may change spontaneously, due to individual missile tracking, but that's on a per-show basis, not in Starmade.)
My suggestion is to allow the shots to angle out at random, shallow angles like they do now, to a certain distance, maybe 10-20 block lengths, and then return the vector to the original direction for each shot.
It would basically be the equivalent of 20 different output ports at 100% slave. (randomly placed)
It would make more sense in a space game to get back to the same direction after a short spread.
It would allow builders to create more anime-similar weapon systems.
It would allow actual multiple hits like it is supposed to.
It needs to copy the original firing vector, not copy the weapon system's current direction, because of ship maneuvering. (The firing vector will not necessarily be the same as the ship's current vector at the time that the shots change course back to the original firing vector.)
It would be a relatively simple change to current missile-slaved weapon systems.
1. Copy the firing vector. (Don't just use the firing ship's current vector; it's unreasonable to assume that a ship will stay still in a fight.)
2. Terminate the angled shot at the specified distance (E.g. 20).
3. Build new shots at the termination points, with the firing vector copied in step 1. (I.e. "Straight ahead")
In a space game, conventional shotgun spread doesn't really make sense, for the same reason that most players dislike missile slaving in the first place: in the context of space and/or Starmade, there aren't enough hits to make the spread worthwhile.
Macross Missile Massacres don't really work like conventional shotgun spreads. The shots spread out, and then they return to the original firing vector. (The vector may change spontaneously, due to individual missile tracking, but that's on a per-show basis, not in Starmade.)
My suggestion is to allow the shots to angle out at random, shallow angles like they do now, to a certain distance, maybe 10-20 block lengths, and then return the vector to the original direction for each shot.
It would basically be the equivalent of 20 different output ports at 100% slave. (randomly placed)
It would make more sense in a space game to get back to the same direction after a short spread.
It would allow builders to create more anime-similar weapon systems.
It would allow actual multiple hits like it is supposed to.
It needs to copy the original firing vector, not copy the weapon system's current direction, because of ship maneuvering. (The firing vector will not necessarily be the same as the ship's current vector at the time that the shots change course back to the original firing vector.)
It would be a relatively simple change to current missile-slaved weapon systems.
1. Copy the firing vector. (Don't just use the firing ship's current vector; it's unreasonable to assume that a ship will stay still in a fight.)
2. Terminate the angled shot at the specified distance (E.g. 20).
3. Build new shots at the termination points, with the firing vector copied in step 1. (I.e. "Straight ahead")