Would be exceedingly fun to build one’s own missiles after a dedicated launcher module. Missiles/projectiles would require (limited) propulsion and a warhead of choice; same modules can be used for the ship, too. Operational difference would be that the attached modules would have limited burn time / life time depending on several factors.
– Explosive munition modules for detonation on contact (that could be detached as space mines without propulsion, too!)
– Ramming spikes (build your own space javelins)
– Sticky modules, shoot and attach bulk on opponents to make their vessels unmaneuverable and/or drive them away with included thrusters
– Remote detonation? Fire and detonate when close enough
– Remote control with limited burn time on thrusters before the missile/projectile becomes a dud
– Targetting system module. Without one the missile would only fire all of its propulsion devices until depleted or detonated. Upgradable, Bravo level targetting would locate Bravo enemy vessels within a smaller range and slower reaction time/latency, Delta system would track Delta (or inferior) ships within faster latency and longer time before dying out.
– Target by pressing down the missile launch key, hold until target lock acquired, release to launch. If no targetting system mounted, holding down the key would fire any available missiles sequentially with an appropriate delay by configuration level.
– Configurable sentry devices & mines
– Sever modules from other ships while they are still alive by cutting/unconfiguring a module out with a specific tool/weapon. Difficulty level / time needed would increase by the factor of how close the module being tampered with is in connection to the main command module. For example a module being directly connected to the opponent’s command module would take forever to detach whereas several modules down the stack would come off with relative ease, albeit with a risk of damage on the module and ones after it depending on configuration level (Bravo .. Kilo)
$0.02 dispensed.
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