Missile fires 8 times then reload?

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    You know how on the front of the missile block the texture shows about 8 launch tubes? Well I thought about a way to make it so missiles have 8 shots per reload but the reload would be 8 times as long (minus pulse missiles that would be op). This would be especially useful in combat as you could fire off salvos of missiles then reload. I suggested this a while back but got no attention.
     

    Criss

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    You know how on the front of the missile block the texture shows about 8 launch tubes? Well I thought about a way to make it so missiles have 8 shots per reload but the reload would be 8 times as long (minus pulse missiles that would be op). This would be especially useful in combat as you could fire off salvos of missiles then reload. I suggested this a while back but got no attention.
    They probably wouldn't go for that approach because anyone making their own texture pack might not follow that design. It is cool however.
     
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    make it a missile type possibly? something that fires in salvos but much longer reload times?
     

    NeonSturm

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    maybe make it a general setting:

    Clip size = number ((how many shots per reload))
    Reload Clip while it's being used = true|false ((basically 8 weapon arrays which help each other reloading - needs balancing))

    But I think it wouldn't be that important (though easy to implement) because you can already do that with 8 weapon computers, a logic counter, a demultiplexer and a trigger (a clock which gets deactivated after all are fired).

    Firing missile-missiles also cause them to be heat seeking
    It also fires all at once, rather than with a delay between each
    You can also not choose to fire one at this target and others a bit later

    There was a thread about firing patterns, a bit more flexible.
     
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    Firing systems:

    Clip: fires x rounds with y times firing speed of original weapon, then reloads for x times original reload time.
    Burst: For missiles, fires x rounds all at once with x times original reload time.
    For guns/lasers, fires x times (much faster firing rate than clip), then reload x times longer.
    So something like a cannon with a cannon slave and a burst mechanism basically fires like an A-10.

    Can be added as a second "support" system.
    Just a suggestion to a suggestion.
     

    jayman38

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    It would be great to have a missile/damage ratio setting that you could change on the weapon computer. I think all computers should have a configuration screen you can access with the normal way ("R" by default). Such a thing would bring back some of the weapon settings that the devs have gotten away from with slaved weapon systems. But as fun as the slaved weapons system is, it still feels too restrictive to me.
     
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    NeonSturm

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    I would rather change settings in a computer-R interface than having manual unlink during battle a valid strategy.

    Missile1 --slaves-> Missile2
    fire
    Missile2 --slaves-> Missile1
    fire again
    Missile1 --slaves -> Missile2
    it reloaded during that time !!!

    Also:
    Slaving Ion, kill shields
    switch to push slave.

    But as fun as the slaved weapons system is, it still feels too restrictive to me.
    No, it is too flexible.

    I hate this build mode during battles. Peoples should build at shipyards and not have something slaved and unslaved in a matter of seconds.

    This destroys all specialisation on ships.