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.)
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.)