From my earlier post:Another thing you ammo proponent guys are forgetting: The variable of weapon sizes and the capability of players to build weapons with multiple sized emitters linked to the same computer.
How do you determine how much to spend on ammo for each size launcher? Do you need a specific ammo for a specific size launcher or use a generic ammo type who's use spans across all launcher sizes?
The missile computer has an interface that allows missile setup, there are 3 slots available for customizing. The weapon and effect slot can both be assigned an amount of modules equal to the number of missile tubes assigned to that computer. The tertiary effect slot only uses 1 module per shot. The modules assigned will be consumed per shot, and are supplied from storage blocks linked to the missile computer.
What this means:
You have a missile computer assigned to several groups of tubes, for this scenario the groups are 20, 10, and 5 missile tubes. Open the missile computer interface and you can assign the proportion of ammo to influence the missile the same way its done now with weapon linking. In this instance to get the full 100% swarmer effect you would need to assign 35 missile tubes to the weapon slot. when fired all the groups would fire 10 missiles with the 20 group having 2x damage and 4x damage vs the missiles fired from the 10 and 5 group respectively. In all cases the groups assigned to the one computer will consume warheads equal to the number of assigned missile tubes. If you lack enough ammo then the same thing that happens with other weapons with low power.
One other thing, you can stock lots of ammo on your ship but there's a risk in having your storage blocks shot out or torched, and unless you spread it out over several storage blocks your missiles are done.
Pro:
- low or no power cost
- high damage density
- you are shooting money at the enemy
- this "money" doesn't come out of thin air like energy
- this "money" can be shot down
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