Antimissles question
Posted: Fri Feb 26, 2016 8:41 pm
Considering antimissles are an offshoot of missle tech, should they not be able to be mounted in a missle bay ? Would give and offense or defense choice.
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I buy this argumentChasm wrote:Considering antimissles are an offshoot of missle tech, should they not be able to be mounted in a missle bay ? Would give and offense or defense choice.
That's sensible.evil713 wrote:Missile bays should provide an ammo bonus as well over turret mounted.
It's worth noting that most of the 'missile' hardpoints in the current game are on the Gremak hulls (which all have in-built launch tubes intended for their Viper launchers, but which can also be used with generic missiles). That the Ashdar or Human CLM's should get bonus ammo certainly makes sense, but, I'm not convinced all the Gremak need that perk as well. Technically, calling their energy launchers "missile" hardpoints is a bit of a stretch already. I think it's a fine stretch as things are -- as it just gives them a bit more design flexibility -- and design flexibility is good. But I'm not sure we want to hand out a generous buff to the entire Gremak navy.Arioch wrote:That's sensible.evil713 wrote:Missile bays should provide an ammo bonus as well over turret mounted.
This is also sensible. Perhaps a built-in "extra munitions" (which could also be called "magazine").sven wrote:Maybe the better option is to give the true missile specialist hulls some kind of munitions perk?
Ok, sure. I'll add some built-in magazine space for the Human BB, Human CLM, and Ashdar CLM.Arioch wrote:This is also sensible. Perhaps a built-in "extra munitions" (which could also be called "magazine").sven wrote:Maybe the better option is to give the true missile specialist hulls some kind of munitions perk?
Yeah -- the Teros and Haduir share a Missile Cruiser hull -- that's the "Ashdar CLM". (Apologies for the use of hull classification symbolsbjg wrote:Terros also have a Missile Cruiser (not sure about the exact name). Not very useful though.
Right now, antimissiles drain your ship's munitions reserve, so, they'll be able to keep firing longer if you're carrying extra munitions.Chasm wrote:Do antimissles benefit from the extra munitions system also ?
Yes, I should change that. Torpedoes require 2 munitions per-shot, anti-missiles require .5 munitions per shot. That should really be stated somewhere prominently in the system descriptions. I'll patch that in in a minute hereevil713 wrote:Its hard enough having to do the math when you have torpedo's and missiles mounted to figure out how many waves you can actually fire. It also does not help that the munition requirement for torpedo's is not listed any ware.