Missiles are, in most space games, considered a strong but costly weapon, and they are usually not costly by power consumption, but by being an exhaustible resource, just like grenades in FPS games. Sure they hit hard, and can sometimes destroy their target in a single hit, but in games like EVE, Elite, Star Citizen, the X series and so on, they were consumables, and even the biggest ship could not carry an infinite amount of them.
So, why not balance them by adding that consumable factor in?
This is how:
- Missile computers would have the option to link a storage instead of effect computer to them.
- There would be a set of new non-stackable missile metaitems (not placeable) manufactured in a standard or an advanced factory (depending on missile type, see later).
- The basic missile would be the dumbfire missile made of 1 warhead, 1 power capacitor and 1 thruster.
This missile would always be dumbfired regardless of the launcher system setup.
- The basic guided missile would be made of 1 warhead, 1 power capacitor, 1 Nocx circuit, and 1
thruster module
This is self-explanatory. The warhead does the exploding. The power capacitor is the "fuel tank" for the missile. The launcher consumes energy because it needs to charge (prime) the warhead and fill up the "fuel cell" (capacitor) of the missile before launching it. The thruster would be the propulsion (obviously) and the Nocx circuit would serve as the guidance system... why Nocx? Because it's the most underused material in the game currently, only used for black crystal armor and warp gate modules as far as I know.
Why would the items be non-stackable? So you would have to rely on the limited inventory slots your standard storage provides, and to make refilling it a bit more tedious. I know, I'm evil.
To add insult to injury, every single group linked to your computer would consume 1 missile when fired. So, if you have 10 groups linked to your missile computer, 10 missiles go with a single volley. And since metaitems cannot be added to auto-pull... you can't chain storages. You can, however, switch to another storage mid-battle by connecting it to your missile computer, if you have enough time to go to build mode and find them mid-flight...
Now, where it gets more interesting: Effects on the missiles would not be added by linking an effect system to the computer, but by manufacturing different warheads adding the effect modules in the recipes. The circuit, capacitor and thruster triad would be the same, but the rest changes. The catch is, effects would only increase the power consumption by 50% (the cost of making them, and having a limited amount of them, would compensate for that) Examples:
Any opinions on this, devs or anyone else?
So, why not balance them by adding that consumable factor in?
This is how:
- Missile computers would have the option to link a storage instead of effect computer to them.
- There would be a set of new non-stackable missile metaitems (not placeable) manufactured in a standard or an advanced factory (depending on missile type, see later).
- The basic missile would be the dumbfire missile made of 1 warhead, 1 power capacitor and 1 thruster.
This missile would always be dumbfired regardless of the launcher system setup.
- The basic guided missile would be made of 1 warhead, 1 power capacitor, 1 Nocx circuit, and 1
thruster module
This is self-explanatory. The warhead does the exploding. The power capacitor is the "fuel tank" for the missile. The launcher consumes energy because it needs to charge (prime) the warhead and fill up the "fuel cell" (capacitor) of the missile before launching it. The thruster would be the propulsion (obviously) and the Nocx circuit would serve as the guidance system... why Nocx? Because it's the most underused material in the game currently, only used for black crystal armor and warp gate modules as far as I know.
Why would the items be non-stackable? So you would have to rely on the limited inventory slots your standard storage provides, and to make refilling it a bit more tedious. I know, I'm evil.
To add insult to injury, every single group linked to your computer would consume 1 missile when fired. So, if you have 10 groups linked to your missile computer, 10 missiles go with a single volley. And since metaitems cannot be added to auto-pull... you can't chain storages. You can, however, switch to another storage mid-battle by connecting it to your missile computer, if you have enough time to go to build mode and find them mid-flight...
Now, where it gets more interesting: Effects on the missiles would not be added by linking an effect system to the computer, but by manufacturing different warheads adding the effect modules in the recipes. The circuit, capacitor and thruster triad would be the same, but the rest changes. The catch is, effects would only increase the power consumption by 50% (the cost of making them, and having a limited amount of them, would compensate for that) Examples:
- High explosive missile: (circuit+capacitor+thruster)+damage pulse module+explosive effect module
Double damage and +50% explosive radius - Ion missile: (circuit+capacitor+thruster)+damage pulse module+ion effect module
4x damage vs shields, no damage vs blocks
- Graviton missile: (circuit+capacitor+thruster)+push pulse module+stop effect module
No shield or block damage, but huge stop effect and 3 second thruster failure - EMP missile: (circuit+capacitor+thruster)+push pulse module+EMP effect module
damages ship's power (4x bonus to power damage if target is unshielded), 3 second weapon systems failure
- Armor-piercing missile: (circuit+capacitor+thruster)+warhead+piercing effect module
Ignores armor resistance, no damage against shields
- High-speed missile: (circuit+capacitor+thruster)+warhead+overdrive effect module
Normal missile damage, 2x missile speed
Any opinions on this, devs or anyone else?
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