Walt Well not in prototype 5 cuz it'll bounce off! In the next update (prototype 6 or RC 1) I'll probably make them explode when hitting your own ship without launching shrapnel.
Actually I meant damage from the actual shrapnel projectiles, not the mines. Not that it really matters!
nop Battery-powered missile modules are too efficient at all scales.
I think the root problem here is not that missiles can be run on energy storage, but that people want to run missiles on energy storage because the 0.14.4 crew AI is bad. With any luck, the improved crew AI in 0.14.5 will solve this problem on it's own, because if you need to power 10 factories, it'll be cheaper to have 1 reactor than 20 storages.
Of course, this is a moderate buff to HE missiles, so they'll probably need a nerf to compensate (they probably needed changes anyways with all the drastic missile/PD stuff in 0.14.5).
Tobi-wan_Kenobi Just make energy storages start empty. Problem solved. It's fine if ammo storages start full, but just toss that out for energy. Why make all these balance changes to suit one specific multiplayer game option?
I think that it would be good to try and bring multiplayer and singleplayer closer together, not further apart. If a cheesy strategy works in singleplayer (e.g. 500 energy storages with 1 reactor that you sell before starting the battle), I don't think it should be arbitrarily disabled in multiplayer. To be honest I don't really like the start full/empty option anyways, because it's an arbitrary divider that makes some ships completely useless.
If you've ever played Overwatch, I really like their model of game modes: one base configuration that's balanced for both casual and competitive games, both pve and pvp, and then some auxiliary and player-customizable game modes that nobody expects to be balanced but are fun anyways.
As an aside: I'm really hoping that once blink drives are added there can be a "ships must FTL into the battle" default on option in multiplayer to replace the start full/empty option. Since FTL/blink/whatever would probably involve energy drain (particularly at low efficiency), that would help solve issues with too many energy storage in both singleplayer and multiplayer.