Some general thoughts regarding the eventual weapons update:
1. Have a computer that acts as a master firing control computer. Any weapon computers linked to it are fire-controlled via this computer. This should solve the problem of firing multiple different weapon systems at once.
2. Give each module block type an output block sub-type. Handle it in the same way that hull wedges are in terms of crafting. The player would place the weapon modules as normal, then place one or more outputs. The damage is then divided between the outputs.
3. Weapon orientation should be based on the orientation of the weapon blocks or the output block if #2 is used.
4. Have secondary and/or tertiary effects handled in a similar way as chambers are being done in the power 2.0 update.
5. Find a way to make turrets no longer an actual separate entity. There should be a way to incorporate C-V linking to determine which blocks are part of the parent or part of the child once the turret is built.
6. Allow the fire control computer from #1 to link to a turret mounting point and grant firing control over the weapons in the turret.
7. If #6 is used, possibly create a tracking computer module with the following modes:
a. Cursor: the turret will attempt to follow the mouse cursor. It will not fire if it becomes blocked.
b. Selected: the turret will attempt to follow the selected target. It will not fire if it becomes blocked.
c. Area: all turrets in the group will aim to saturate a 45-degree cone in the direction the pilot is looking.
d. Group-Auto: the turrets in the group will ignore pilot input and will attack viable targets as a group.
e. Auto: the turrets will ignore pilot input and will attack viable targets individually.
f. Point Defense: the turrets will ignore pilot input and attack viable targets individually prioritizing incoming missiles first then others based on proximity.
I'll certainly add to the list as I think of things or as others make suggestions. I'm really just spit-balling thoughts here. If the game devs want to use them, cool. If not, also cool.
1. Have a computer that acts as a master firing control computer. Any weapon computers linked to it are fire-controlled via this computer. This should solve the problem of firing multiple different weapon systems at once.
2. Give each module block type an output block sub-type. Handle it in the same way that hull wedges are in terms of crafting. The player would place the weapon modules as normal, then place one or more outputs. The damage is then divided between the outputs.
3. Weapon orientation should be based on the orientation of the weapon blocks or the output block if #2 is used.
4. Have secondary and/or tertiary effects handled in a similar way as chambers are being done in the power 2.0 update.
5. Find a way to make turrets no longer an actual separate entity. There should be a way to incorporate C-V linking to determine which blocks are part of the parent or part of the child once the turret is built.
6. Allow the fire control computer from #1 to link to a turret mounting point and grant firing control over the weapons in the turret.
7. If #6 is used, possibly create a tracking computer module with the following modes:
a. Cursor: the turret will attempt to follow the mouse cursor. It will not fire if it becomes blocked.
b. Selected: the turret will attempt to follow the selected target. It will not fire if it becomes blocked.
c. Area: all turrets in the group will aim to saturate a 45-degree cone in the direction the pilot is looking.
d. Group-Auto: the turrets in the group will ignore pilot input and will attack viable targets as a group.
e. Auto: the turrets will ignore pilot input and will attack viable targets individually.
f. Point Defense: the turrets will ignore pilot input and attack viable targets individually prioritizing incoming missiles first then others based on proximity.
I'll certainly add to the list as I think of things or as others make suggestions. I'm really just spit-balling thoughts here. If the game devs want to use them, cool. If not, also cool.