nightrune
Wizard/Developer/Project Manager
I think this is pretty inspired but in simplifying the concept I think you've lost the fun (at least for me) in building the launchers. I'm going to try to suggest a concept that could be used for multiple things and not just warheads. I've been playing around on NFD building small ships and one of the ones I was building was a probe. Right now its pretty useless, and I think that's a shame. So I have two ideas. Both of them are based off a concept of having a computer either slaved to a launch rail or a launch rail slaved to a computer.As much as people love designing warhead torpedoes, they have some ailments that are pretty much incurable in their current state as an exploding block. They fail under lag, cause collision lag, clog the server database with spent torpedo entities, and most importantly, are (and will continue to be) impossible to detect as hostile without causing any neutral carrying warheads to be fired on automatically.
I am proposing that the current warhead block be replaced with a 4-part weapon system.
Warhead Launcher Computer- The controller. What goes on the hotbar. Warhead Launcher Tubes and Cargo Spaces are linked to it to turn it into a functional weapon. It locks on. It cannot be fired by logic or docked AI.
Warhead Launcher Tube- This is the weapon module for the system. Determines the output, number of outputs, warhead cost, and damage per output. Damage per module would be around 5000.
Cargo Spaces- This weapon borrows the cargo spaces from the cargo system. The storage can be accessed by pressing R on the computer. The difference being that this cargo can only hold warheads, and does not compress cargo at all, with each warhead taking up a full block of space. Transfer speeds from normal storage to warhead storage are extremely slow, for balance purposes, to prevent people from just keeping all their warheads in the much more compact standard cargo system.
Warheads- Warheads are now inert without a computer and tube to prime them. Once fired, like current warheads, they ignore shields. They will home in on whatever entity has been locked on to. Warheads can be targetted by point defense, as well, with a new setting for AI- "Missiles (Prioritize Warheads)." This goes along with "Missiles (Prioritize Missiles)." Warheads travel at 3x server max and have much higher health than standard missiles, making specialized anti-warhead PD a good idea for taking them down at anything but longer range.
The ammo cost of warheads for a launcher is determined by the number of modules, outputs and separate computers with linked weapons on board, going up an exponential scale. 1 launcher means 1 warhead consumed, 2 launchers means 2, 3 = 4, 4 = 8, 5 = 16, etc. The ammo cost accounts for separate computers, meaning if you have 4 separate warhead launchers with 1 module each, the ammo cost would still be 2 warheads each. If you have a number that can't be split evenly (3 1 block launchers, meaning ammo cost 4 total), the ammo cost per launcher rounded up. (1.33 warheads per launcher for the 3 1 block launchers means ammo cost of 2 for each launcher.)
1) Fly By Wire - You create the remote drone/fly by wire computer. You slave the end of your launch rail to this computer. You or a friend is in the command chair of the computer. Once an object passes over that launch rail, the person using the computers camera view and stats are taken to that entity. If the entity is overheating then you can no longer control or reboot it. The range is limited to your current sector and adjacent sectors since these are already loaded anyway.
2) Set target/Set Destination Targeting Computer - The same concept of having a new computer that sets a target or a destination. Once the entity leaves this launch rail its target is set in its Bobby AI. This target comes from the targeting computer set by a player. The bobby AI attempts to use the properties of the entity to ram or attack (this is dependent on Bobby AI mode).
Additional Ideas for Counters:
Radar Jammers should create a fuzzy view for fly by wire. This is like jamming the video signal coming back to the mother ship.
Radar Jammers in a set target or set destination mode should return to a dumb fire method.
Cool Fallout of this.
My drones are now useful! As I can set a target sector and have them fly that way! Or I can fly it myself! This also simplifies having pilots on a ship and using them to direct drones as you launch replacements without having to need to respawn, and getting you into the fight faster. This conserves building your own drones/probes/warheads which I think is awesome and you can have the launch mechanism anyway you want. You could even fire off transport ships to other planets from a single planet pretty easy.
For core and database garbage though.. I'm not sure. I was partial with the bobby AI torpedo mode where it just deleted itself afterward.