Missile Weapons would be unaffected by species traits. Missile Weapons would have ammo, the missiles themselves, that could be exhausted when outside of supply. The available missiles would be launched on the first round of combat and not do damage until the next round. The missiles themselves would be destroyed upon use, unlike fighters. After that any reserves that can be launched are until they run out of ammo. Missile weapons could also be intercepted by direct fire weapons and fighters. Missiles themselves could intercept fighters. Missile weapons could also target planets depopulating them (like bombardment) and damaging infrastructure.
I would like to propose the following weapons in conjunction with these ideas.
Rocket Launcher
- Tech: Aggression
- Slot: external
- Shots/Round: 1
- Ammo: 2
- Base Ship Damage: 3
- Base Depopulation: 0.2
- Base Infrastructure Damage: 1
- Tech: Missile Launchers (Prerequisite: Aggression)
- Slot: internal
- Shots/Round: 2
- Ammo: 4
- Base Ship Damage: 3
- Base Depopulation: 0.2
- Base Infrastructure Damage: 1
- Tech: Torpedo Launchers (Prerequisite: Missile Launchers)
- Slot: internal
- Shots/Round: 3
- Ammo: 9
- Base Ship Damage: 3
- Base Depopulation: 0.2
- Base Infrastructure Damage: 1
- Tech: Plasma-Bomb Launchers (Prerequisite: Torpedo Launchers)
- Slot: internal
- Shots/Round: 4
- Ammo: 16
- Base Ship Damage: 3
- Base Depopulation: 0.2
- Base Infrastructure Damage: 1
To go along with the weapons, I would like to propose the following technologies to improve missile damage.
Technology: Fission Warheads
- Prerequisites: Missile Launchers
- Increases ship damage from 3 to 5
- increases depopulation from 0.2 to 0.4
- increases infrastructure damage from 1 to 2
- Prerequisites: Fission Warheads & Fusion Generation
- Increases ship damage from 5 to 9
- increases depopulation from 0.4 to 0.8
- increases infrastructure damage from 2 to 3
- Prerequisites: Fusion Warheads & Antimatter Tanks
- Increases ship damage from 9 to 15
- increases depopulation from 0.8 to 1.6
- increases infrastructure damage from 3 to 4