No thank you. Making missiles use ammunition is a bad idea (it allows people to make power-free-cost super weapons).
If I might add a less combative and more constructive answer;
In real world navies, missiles are not some endless commodities that you can spam at a target like a machine gun. The are tactical one-shot-one-kill type weapons used to eliminate a higher value target outside the range of smaller unguided munitions. As such, they are extremely limited in number on a real military warship. On my Naval posting, we never had more than 1-2 dozen guided weapons on board and reloading them was considerably more complicated than just inserting a magazine into a rifle.
In the spirit of realism, missiles should be powerful but they should not be something that you spam people endlessly with.
My proposed solution; Bring back the alpha strike power of missiles by either adding more damage output or reducing power consumption. In return, apply (and increase) the group penalty to the reload time instead.
This way, you can have the powerful alpha strikes typical in the opening stages of a military engagement instead of spending 3-5 minutes trying to kill one measly >50 mass fighter or doing next to no damage to larger ships. Meanwhile, you won't have people using super missiles a crutch to compensate for their lack of combat prowess. If they miss because their opponent moves out of range, dodges or has respectable AMS units on board, they'll have to wait to fire again or be defeated when the enemy closes in and starts ripping them to shreds with cannon fire and point-blank missile strikes.
Superior equipment and fire power should always give you an advantage but superior skill and tactics should also remain important in a game like this. This isn't Eve online; we actually design and fly these rigs.
I respect you real world experience but Iron man had like 60 micro-missiles stored in his suit. And this is the future. Even Veritech Alphas carried over 80 missiles.I don't oppose this idea but I think missiles would need a substantial buff afterward.
I offer a different proposal instead if you guys are interested.
You imply a disagreement when none exists. The Apache helicopter was designed in the 1970s and can be rigged to carry 76 rockets in addition to wingtip pylons. The new rockets actually have limited guidance and are no longer totally dumbfire. Future weapons will undoubtedly include hydra rocket sized guided weapons.I respect you real world experience but Iron man had like 60 micro-missiles stored in his suit. And this is the future. Even Veritech Alphas carried over 80 missiles.
Come... Join us...I would argue that the current missile system should suffice, but there is a particular niche not being filled in
the spectrum of weaponry available. As has been mentioned, there is no powerful but very limited use
weapon in the game that would fulfill the new consumissle hole.
To this I would say that a there is a simple solution that is nearly in the game allready: Torpedoes
Let me explain the concept: you build a small ship that has some thrusters, an AI module and
most importantly, warheads on it. You keep the torpedo docked, either in a bay, under wing
or five star executive suite, (whatever takes your fancy) then undock them in a fight, where they
proceed to fly towards your enemy, promptly exploding with a shower of deadly confetti.
All that would really be required for the most basic implementation of torpedoes would be an
option for a ramming AI option and a rebalancing of warheads.
At the more advanced end, the possibility to link modules to warheads to provide different effects
would allow torpedoes of varying purposes eg Ion, emp, kinetic etc.
This should in theory allow a good balance as more powerful torpedoes would use more space to construct,
allowing one to build a ship that carries lots of smaller torpedoes or a few big ones. This is effectively a
trade off between alpha damage and hit chance. It also raises the question, do I put armor on my to
torpedoes so they have a better chance of surviving until impact, or just use more explosives.
If this is done, is becomes possible to create unique designs for torpedoes that have advantages and
disadvantages over one another.
Withing building ships there is also a trade off evident, putting in torpedoes means you have less space
for other systems, particularly weapons. This means that a ship with torpedoes could be better in a single
one on one fight, but once it has fired its torpedoes it will have a hard time winning anything.
Finally balance wise, a more clever deploying tactic would have benefits, pushing away from
building a Massive Missile and duct taping it to the wings as have the explosives exposed is cleary
a bad move, this means that a smart and well designed torpedo system would have serious benefits
over one that is simply bigger.
Fleet tactics would also be given more variety, pushing away from the tactic of everyone bringing a titan.
Say that in fleet a person could bring a ship that has a sole purpose to carry some powerful torpedoes,
that makes it a valuable target to destroy for the enemy and an asset to protect for the faction.
With the advent of the shipyard update, reloading torpedoes is easy enough to do, but can't be done in combat.
Let me know if you think that this would fill the hole in the weapons systems.
I cant really claim credit for the idea, as it has kicked around the drone R&D and a load of other
Ammo counts would add other things to gameplay. I say the following assuming all weapons have ammo counts.Effectively adding ammunition to missiles would make the thing either more tedious or unused. In both cases there is nothing in store for the player, and a feature that adds no gameplay value whatsoever is better to be skipped. It's a waste of dev resources and no one gains anything.
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.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.
Torpedo's can be made in the game now, don't use up precious block id's to further alienate a possibly great feature. Four things would have to be done to make torps a viable weapon.
1. Scale back up the power of warheads, and make their damage a deminishing return.
2. Allow an entity to retain momentum after undocking.
3. Allow certain docked entities to not have a core. (My idea is if it has no core, it can't have an ai module)
4. Warheads bypass shields
If these three things happened, pulses would be a ( barely) viable weapons to stave off torpedo impacts. Also, larger torps would be more effective, to a degree. Third, a hot subject, no cores on UNGUIDED torpedoes would allow for stealth attacks, but visual acquisition and destruction would be easy. Fourth, and most important, torpedoes bypass shields. Now, before you get crazy, remember that
1. Most ships have PD, making a hit difficult or impossible
2. Warheads are not gonna be uber murderous. Its not going to utterly annialate a titan in one shot, just put a chink in its armor.
3. Warhead torpedoes are extremely difficult to aim unless both ships are at a standstill. Risk vs reward.
4. With this system, no new block id's need to be generated, and it utilizes a block that currently has no purpose.
5. A ship carrying warhead torps will not be able to function as a first line warship, as torpedo storage and protection takes quite a large amount of space.
6. Think of the concequences of a warhead going off inside a ship. Ouch.
TL;DR. Warheads ARE already ammo using torpedoes. Use them instead of a whole new block ID. With only four tweaks, it can be done.
1 damage increase
2 momentum stays after undocking
3 certain docked entities have no core (optional, but STEAALTH TORPEDOES!)
4 warheads bypass shields.
No, that and your other scenarios are not going to happen.5) When you win a battle with one ship you are more vulnerable to counter-attacks because your ammo has been depleted..