' Wrote:If missiles get these improvements, then I would also ask for each missile to take up 2 ammo slots instead of one, leaving a total of 35 missiles. This would put those in vanilla ships at a serious disadvantage, adding to the ones present already.
You already see very few if any people in a werewolf. This can only make instances such as this worse.
Missiles are already very good, and it takes only a few mistakes and you lose your guns if not your ship. I do not like the idea of missiles being used as an "equaliser" for less skilled players to use against more skilled players, which is essentially what such an upgrade would do. Six missile launchers and any opposing player could kiss his backside goodbye.
i'm all for lowering the ammo limit. like you say if someone were to load up a Ravens Claw with 8 different missile launchers that would spell "bad" for anyone else. plus with such a load out i doubt the ship could house the 560 missiles realistically speaking. i would even go as far as to make them take up as much as 7 ammo slots. 10 missiles should be plenty, but with the high risk of missing a higher number would probably be more reasonable.
AGAIN i stress the point that increasing the speed of missiles doesn't mean they are automatically going to hit. multiple factors still play into the equation here: firing angles, speed, type of missile, debris, whether or not the target drops a counter measure.
for pete sake you make it sound like increasing missile speed is going to turn them into a death ray incapable of missing. i argue that it is at least worth a try and shouldn't be completely shot down when it's in the idea phase.
the idea here is to make missiles viable weapons outside of a jousting scenario.