Suggestion: Weapon modifications for missile weapons, particularly ammunition creation.

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solardawning
Posts: 55
Joined: Thu, 13. Jul 23, 23:35
x4

Suggestion: Weapon modifications for missile weapons, particularly ammunition creation.

Post by solardawning »

Currently, the only weapon modification stats which apply to missiles are rate of fire (reload) and rotation (for turrets only).
This is extremely limited- I'd be nice to have modifications which are particularly created for missiles, and can influence statistics on the missile itself, such as speed, turn rate, or damage.

It'd be especially interesting to have a modification to alleviate some of the logistic burden of missiles- in particular, I'm thinking an Exceptional modification. "[Missile Type] Microfac".

It would:
-If the ship with the modification equipped has open missile capacity, create one missile of a type specific to the installed modification in the ship's missile storage every [interval].

Examples: Light Dumbfire Missile Microfac: Interval: 10s.
Light Guided Missile Microfac: Interval: 20s
Light Torpedo Microfac: Interval: 30s.

And so on, with one per missile type.
If the replenish rate is slow like this, it doesn't remove ammo as a consideration, and isn't superior to rearming midcombat at a carrier, but would allow for easier player use of missiles on the occasional basis, at the cost of exceptional modifications- which is also a limiting factor that would prevent it from altering fleet gameplay at scale. (which I view as a positive)
If competing against modifications which can also increase missile damage, then it comes at an additional optimization cost for convenience vs logistics.
BitByte
Posts: 648
Joined: Tue, 14. Sep 21, 15:57
x4

Re: Suggestion: Weapon modifications for missile weapons, particularly ammunition creation.

Post by BitByte »

Problems with your suggestion:
- You mod weapon / turret but you would suggest modding each missile. Technically this would require huge amount of mod parts because each missile would need own. All parameters (speed, turn rate, damage...) are features which are not generated by weapon / turret when speaking from missiles / torpedoes.
When modding other weapons / turrets which shoot energy bursts it makes sense as those are something what weapon itself produces.

- Create missiles from nothing. This is not either fair concidering that they cost components when building. Mod itself cannot produce energy cells, missile components etc needed by missiles.
solardawning
Posts: 55
Joined: Thu, 13. Jul 23, 23:35
x4

Re: Suggestion: Weapon modifications for missile weapons, particularly ammunition creation.

Post by solardawning »

BitByte wrote: Wed, 5. Feb 25, 01:45 Problems with your suggestion:
- You mod weapon / turret but you would suggest modding each missile. Technically this would require huge amount of mod parts because each missile would need own. All parameters (speed, turn rate, damage...) are features which are not generated by weapon / turret when speaking from missiles / torpedoes.
When modding other weapons / turrets which shoot energy bursts it makes sense as those are something what weapon itself produces.

- Create missiles from nothing. This is not either fair concidering that they cost components when building. Mod itself cannot produce energy cells, missile components etc needed by missiles.
Hello,
I apologize for the misconception- I certainly do not suggest installing modifications on individual missile ammunition. The intent is that a weapon modification installed on the launcher weapon would affect stats on the missiles fired by that launcher.

2: I don't see anything wrong with creating missiles from nothing at a slow rate. If you're worried about the sale value of missiles very slowly accumulating on a ship, which cost an exceptional weapon modification to create that state, then... well, you'd make a heck of a lot more credits passively with a single M autominer. So I'd suggest that, personally.
blackphoenixx
Posts: 296
Joined: Mon, 31. Jan 22, 14:43

Re: Suggestion: Weapon modifications for missile weapons, particularly ammunition creation.

Post by blackphoenixx »

The need for logistics is a balancing factor for missiles. They're already more powerful than non-ammo weapons, they don't need a buff making them even better.
BitByte
Posts: 648
Joined: Tue, 14. Sep 21, 15:57
x4

Re: Suggestion: Weapon modifications for missile weapons, particularly ammunition creation.

Post by BitByte »

solardawning wrote: Wed, 5. Feb 25, 01:53 I certainly do not suggest installing modifications on individual missile ammunition. The intent is that a weapon modification installed on the launcher weapon would affect stats on the missiles fired by that launcher.

2: I don't see anything wrong with creating missiles from nothing at a slow rate. If you're worried about the sale value of missiles very slowly accumulating on a ship, which cost an exceptional weapon modification to create that state, then... well, you'd make a heck of a lot more credits passively with a single M autominer. So I'd suggest that, personally.
- Missiles speed is depended from missile own engine
- Missiles turn speed is depended from missile own thrusters
- Missiles damage is depended from missile own explosive

So none of these parameters are something where lanucher affects. That's why it would require each missile needs be modded individually.

And what if you move missiles from/to ship? If they would be launcher modded they would loose additional features or receive them. Again this does not make sense.
When you have non-projectile weapons you cannot move "energy" to/from another ship.

If in the game would have "bolt repeater" which would use physical projectiles and you would need buy used ammo. Then it would partially same issue. Only parameter which could affects to projectile is launch speed as ammo does not have own engine. But you couldn't increase physical projectile damage (explosion radius) as that's again ammo specific parameter.

Missile generation - as you need install mod to each turret / weapon separately it would multiply missiles generation amount. And exceptional weapon chambers are decent easy to get so even those are not issues since version 5.x. "Mass producing" free missiles using captured (like S-size) ships would be exploit.
Why player would bother to build missile components station when it would be possible generate free missiles with 0 cost?

So these suggestions does not much make sense.

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