Star Ruler 2

Star Ruler 2

Weaponsmith Plus 2.2
grffnhwk  [developer] 23 Apr, 2015 @ 9:42am
Missile balance
I think something should be done about missiles. I think they should be excluded from the Charged/Rapid action so that they can only be Light/Heavy and Twin/Spinal. I also wanted more ammo options for them. Since the missile is the weapon not the launcher, we could have some interesting options.

First though, I wanted to get some thoughts on the change. I don't want to invalidate anyone's existing designs if they're using Charged/Rapid missile launchers. Also throw some ammo ideas out there.
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Showing 1-3 of 3 comments
grffnhwk  [developer] 23 Apr, 2015 @ 9:48am 
Just had an idea. Would external missiles be completely op? I can restrict the size to a % of the design or a fixed number of hexes. Maybe limit them to smaller sized ships. Hmm..
grffnhwk  [developer] 23 Apr, 2015 @ 2:02pm 
More thoughts: by making the missiles external with a long reload... you could make bombers. The space freed by making the missiles external could go toward raiding supplies. Just need to increase support ship raiding range somehow.
♂ Beef Supreme ♂ (Banned) 7 Feb, 2016 @ 7:43pm 
as of this post i played the first for 8 hours and i am downloading the second, make a bomb sub thing for the missles not external AKA a torpedo style thing with a longer reload higher damige and less space but takes more damige.
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Showing 1-3 of 3 comments
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