Module Missiles

So we have lots of laser modules and damaging effect modules, but I could really get down with some artillery type active modules that fire rockets and missiles. Here’s a couple ideas that would be simple to add and I’d really love.

 

Name: Pirate Mortar

Type: Active Module for all ships

Damage: low-high

Range: low-high

Explosion radius: Medium

Recharge: very fast

Tooltip: A makeshift mortar that can be fitted on any ship. The shells that it fires scale with the size of the user’s ship. Bigger ship means bigger shells.

Obtained: Crafted with small amounts of resources, or found in Open Space.

 

Name: Crystal Missile

Type: Active Module for all ships

Damage: low-high

Range: low-high

Explosion radius: low

Recharge: very fast

Flight speed: Medium

Turn speed: Medium-high

Tooltip: An alien emitter retrofitted to a standardized module. Fires blue homing energy missiles at the crosshairs. The missiles that it fires scale with the amount of energy supplied. Bigger ship means better missiles.

 

Name: PDT (kinetic variant of A1MA with ammo)

Type: Active Module for all ships

Damage: very low

Range: Medium

Recharge: toggle

Reload: fast-ish

Ammo: 300

Energy drain: Medium

Barrel rotation speed: high

RoF: extremely high

Projectile speed: very high

Tooltip: A standard style point defense turret that can be mounted on any ship. While activated it drains energy and fires at nearby missiles, drones, and ships. Can be toggled on and off, but will need to reload once it runs out of ammo.