First off, let me say I think we should have both missiles and torpedoes, with torpedoes being higher damage dumb-fire or AI weapons that are more complicated and risky to deploy. I won't discuss torpedoes in this post.
That said, I like the idea of missiles as high damage, low power, long cycle time weapons that use ammunition. I like the idea of fashioning a single missile consumable, and keeping the current master/slave/tertiary system roughly the same for missiles, but replacing ~75%+ of the power consumption with consuming a missile item. Missile computer could link to storage containing missiles, as others have suggested. Multiple missile groups under one computer would have a linear additive power consumption, but also consume one missile for each group. Swarm missiles should consume a missile per firing, not per individual missile. Fluff it as a "multi-missile" that breaks apart after launch or some such.
Things I like about this system:
- Missiles become a weapon that doesn't have power as its primary limiting constraint. Power-constrained ships can still field weapon systems, albeit with limited shots.
- Missiles become attractive for small ships. Small ships can field missiles without killing their power budget, but their role become somewhat determined by the benefits & limitations of missiles, since it would likely be a major weapon for them.
- Asymmetric weapon limitations can add interesting combat decisions. For instance, since some weapons don't require any/as much power, you can increase the strength of power-denying weapons like EMP. Stronger EMP might deny beam usage, but not missiles, since missiles would work even under low-power situations. Weapon counters like this (Beams > EMP > Missiles > etc.) add variety to combat, a more complex meta, and more fun, IMO.
Problems I see with this system:
- From a game standpoint, how do you balance capacity between missile types? Should you have as many shots with a Missile/Plasma nuke as a Missile/Cannon dumbfire by default?
- It makes more sense that larger ships have more ammo onboard. How do you keep large ships from simply stacking ammo so deep that ammo limits are effectively removed?
For problem 1, I'm torn. Part of me says you should have fewer slow nukes, but another part of me says the missile type variations should be a reasonably balanced set of trade-offs, so the same ammo capacity for each type should be fair.
For problem 2, I see a couple ways to mitigate the issue. The first is to make missiles cost more. Require that missile recipes use an expensive ingredient, like a "Missile Core." This is unsatisfying to me because it makes missiles a "pay-to-win" kind of weapon. Established players and faction with large mining setups could afford to spam missiles, but not smaller factions or starting players.
A second, IMO better, option, is to require a cycle time when transitioning from one ammo storage to another. Simulation-wise, you can say that the automatic missile loaders are reloading the magazine from remote storage. Game-wise, even though you might can carry a lot of missiles, there is a cap on the number of missiles you can deploy in one engagement.
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Ammo counts would add other things to gameplay. I say the following assuming all weapons have ammo counts.
1) A battle between ships can be won with good thrusters. Dodge all the incoming fire until the enemy ship runs out of ammo.
2) You must employ tactics against enemies. It becomes less likely that a vessel can completely obliterate another ship. You will want to make sure you concentrate fire on key systems - thrusters, control, jump modules.
3) Player built stations and shops become more important as resupply zones. Invading an enemy faction's claim requires that you build supply depots for your vessels.
4) Blockading an enemy station becomes a much more viable strategy in faction wars. If you cut off the supplies then the station will run out of ammo.
5) When you win a battle with one ship you are more vulnerable to counter-attacks because your ammo has been depleted.
If missiles are the only weapon with ammo counts, then nothing I just said holds true.
I agree with these points. However, I think they apply even if only missiles have ammo. Missiles are normally high damage, long range alpha weapons. If that became their niche, then using them at the appropriate times in combat, and not wasting them in others, is very important when ammo is a factor. If you run out of long range weaponry, enemy attackers can fight you from stand-off, effectively scoring free damage. If you can't alpha enemy shields, or alpha systems when you breach hull, then your time-to-kill becomes longer and the enemy has more time to bring their weapons to bear on you.
I would personally like it if beams were the only weapons that only used energy, and both cannons and missiles used ammo, with cannon ammo being very cheap and with short reload times, and missile ammo being more expensive with longer reloads.
Weapon variety is the spice of combat.