I've been perusing the Bible lately, but I can't seem to figure out a way of implementing a wacky idea I've got rattling around in my brainpan.
Basically, the idea is that when you buy a 'missile launcher' outfit, it's not associated with any particular missile type. Instead, it allows you to carry X missiles, of whatever mix you want. The idea here is to have ships carrying small amounts of missiles (4 or 6, or something in that range) with long refire delays, but the missiles themselves being extremely deadly.
I suspect the above isn't possible (at least not without some type of workaround), since if I'm reading the Bible correctly you can only assign one type of ammo to a weapon. But, I figured I'd ask since I've seen some other neat kludges here (the cloak-seeking torpedo comes to mind...).
I suppose a more orthodox way to do this would be to rework the existing launchers and lower their MaxAmmo fields (so a Radar missile launcher might be, say, 3 tons of mountings and guidance systems, plus two 1-ton missiles). Then you could mount a second launcher to double your payload (but then why do you need more infrastructure/guidance systems? argh), or a luncher of a different type.
Hrmm, just had a thought: I notice that ID #27 for Outfits is listed as "Increase Maximum." Does that only apply to outfits themselves, or can it be used to increase maximum ammunition somehow? For example, to make a "Missile Rack Expansion" that allows you to buy/carry more missiles of whatever type?
I searched the boards, but didn't come across any topics that seemed relevant. So, if I did miss them, feel free to flash-fry the noob.
------------------
... For all your PC plugin needs:
(url="http://"http://s92592496.onlinehome.us/Files/EV_Nova/SecondaryCPL.zip")SecondaryCPL(/url), (url="http://"http://s92592496.onlinehome.us/Files/EV_Nova/MissileRacks.zip")MissileRacks(/url)