The key to weapon mountings
Okay, I think I've come across a very simple solution to this problem, which has probably been used before, of making weapon mounts that can hold missiles, bombs, torpedoes, etc. The big problem was to have the counters for open mountings be restored when the weapon is used up. My solution is a little clumsy, but works perfectly. It requires four resources, as opposed to the common three. 1. The token outfit. 2. The weapon. 3. The ammo. 4. The weapon's wëap resource.
Make the token resource.
Make the weapon, and hook it up as you would normally. On buy, take away, a token, on sell add one. Keep in mind, it is a weapon, not ammo.
Make an ammo resource.
Make the weapon outfit so that on buy, you get one of the ammo, or however much you want.
Set up the wëap resource so that the maximum per instance of the weapon is the amount you want per mount.
Enjoy the fruits of your labor.
The key with this approach is not to tie the tokens directly to the ammo, which means a fairly clumsy and difficult (at least for me) system of cröns to replace tokens. Instead, you buy the weapon, which comes with some ammo. You can replace the ammo just by buying it. When you want to buy a new weapon for that mounting, you sell the old weapon (you will need to sell the ammo, too. Otherwise it won't let you sell it.) Then you are free to buy the new weapon, which again comes with ammo. Another cool thing about this is that you can set up other sorts of weapons, so you can attach a blaster cannon to the missile slot instead. What do you guys think?