The weapon service bay serves two functions: 1) Keep the weapons in good working order, and 2) keep the weapons stocked.
Why this is good:
- Comes in different sizes like the AFMU, with bigger sizes working faster and having more resources.
- When you have at least one weapon service bay in your ship, selecting a weapon from your modules panel with have a "service" option (like how it has a repair option, if you have an AFMU). When selected, the weapon will retract and power down. The weapon service bay will use its resources to repair the weapon at a much faster rate than a generic AFMU, and also re-stock its ammo. Once it's done, the weapon will automatically power back on and deploy (if your hardpoints are deployed).
- If you set several weapons to "service", the service bay will do them one-by-one. Weapons will only power down and retract when the service bay gets to them. Reduces menu-fiddling and cognitive load during a fight.
- If you have several weapon service bays on your ship, several weapons can be serviced in parallel (one per service bay)
Why this is good:
- Gives combat ships another module to bring along, instead of just MOAR DEFENSE STACKING
- Opens up some of the low ammo weapons to more players (i.e. ones looking to kill many ships per-sortie, like res farmers), instead of leaving those weapons relegated to PvP and occasional assassination missions.
- Gives a good counter to missiles blasting weapons off so easily.
- The missiles will still disable your weapons, but it's only temporary (instead of fight-ending) since you can quickly get them back into the fight.
- Allows weapon synthesis to be simplified, since you can synthesize ammo for the service bay, instead of needing a variety of materials for different kinds of weapons.
- A "weapon service limpet" version could also be added that could repair / rearm a targeted weapon on another ship, better fleshing out the combat logistics role.