"To prevent missile spam, a ship will now have a shipwide missile capacity. This capacity reloads overtime at a fixed rate, and requires some additional power to do so. You can place extra missile capacity blocks on your entity to increase the base capacity. This means that there is a finite number of missiles you can use in a battle. To counteract that restriction, missiles will be made stronger and less will be more. Firing a missile should be a real decision rather than a no-brainer.
This not only will help with performance during battle, but also will make missiles feel a lot more impactful."
Is preventing spamming so essential as to limit ships to 4 missiles? I say 4 because i can use 1 capacity block to get that, but need nearly 500 capacity blocks to get a total of 6 missiles? Is this working as intended?? If you really want missiles to be meaningful, why not stop reloading in combat all together so they actually are finite and not just reloaded every 5 seconds?
How about this:
- Missile tubes without capacity blocks will hold 1 shot (1 pull of the trigger, not actual missiles) and reload 1 shot only after entity (or host entity) has not fired anything or been hit by anything... maybe 30sec wait and 30sec reload?
- Tubes with capacity blocks require 1:1 ratio to reload 1 shot and will do so regardless of combat. If a launcher is 3 blocks, then it's safe to say the missile is probably 3 blocks and therefor a capacity block would also need to be 3 blocks to store that projectile, not 30 or whatever crazy ratio it is right now. Reloading requires power, so reload time should either be adjustable or based on the launcher, not the number of capacity blocks because having lots of volatile ammo shouldn't be the key to a high fire rate.
At the very least, the capacity block/launcher block ratio needs to be tweaked, a lot, and reload rate should be expanded..... base 5 seconds isn't spamming?
This not only will help with performance during battle, but also will make missiles feel a lot more impactful."
Is preventing spamming so essential as to limit ships to 4 missiles? I say 4 because i can use 1 capacity block to get that, but need nearly 500 capacity blocks to get a total of 6 missiles? Is this working as intended?? If you really want missiles to be meaningful, why not stop reloading in combat all together so they actually are finite and not just reloaded every 5 seconds?
How about this:
- Missile tubes without capacity blocks will hold 1 shot (1 pull of the trigger, not actual missiles) and reload 1 shot only after entity (or host entity) has not fired anything or been hit by anything... maybe 30sec wait and 30sec reload?
- Tubes with capacity blocks require 1:1 ratio to reload 1 shot and will do so regardless of combat. If a launcher is 3 blocks, then it's safe to say the missile is probably 3 blocks and therefor a capacity block would also need to be 3 blocks to store that projectile, not 30 or whatever crazy ratio it is right now. Reloading requires power, so reload time should either be adjustable or based on the launcher, not the number of capacity blocks because having lots of volatile ammo shouldn't be the key to a high fire rate.
At the very least, the capacity block/launcher block ratio needs to be tweaked, a lot, and reload rate should be expanded..... base 5 seconds isn't spamming?