Whew new missile types - cool!
Q1
All of the new types sound interesting - throw them at us - i guess these are a bit easier to implement then entirely new systems. So if one or another missile rly is a total no go, taking it out again would be thinkable.
Idea for a very intersting missile/weapon type similar to crew killing
The effect would NOT be killing instantly but stunning/knocking out crew, so they stop moving (lying on the ground) BUT can be reactivated by other crew members.
This would make interconnected ships more attractive - which i would favor a lot because cosmoteer ships getting more and more module based.
strayed a bit into crew behaviour there 😉 ...
Also pointing to: Q5 intelligent pathfinding missile
Q2
yes would feel compromised ...
would see it like not having a huge number of different missile sizes but only two "normal missiles and "cruise missiles" either of which using differnt launchers.
Q3
Also not a fan of dice rolls here ...
So individual hitpoints for missiles seem like an elegant solution.
Q4
Would take the middle path here: trying to reduce the actual range a bit maybe.
Matching actual & targeting -range completely would feel odd because missiles mostly fly in a curved path and thus need more actual range then targeting range imho.
Q5
Maybe have one intelligent missile type that is exellent at pathfinding?
Q6
Wont go into it as i feel having discussed this in lenghty, seperate missile balancing threads allready!
additional question:
Is the idea that the missile factory can produce every missile type? produces universal missile type and the launcher determines what missile it will become/shoot?
I hardly have good ideas how to handle different missile types on a ship and how to determine how much missiles of which type would be produced loaded at the right launcher and fired ...
regards