For some builds, specifically the ones that don't stack large amounts of shields, you can end up with excess utility slots to spare and little to use them on. More than 2 point defense is generally useless, ECM is generally useless, more than 2 chaff isn't worth having, and heat sinks are of relatively low utility for any build that doesn't run hot or use exorbitant amounts of power.
At the same time, seeker missiles are generally only used for utility purposes; IE, for drag munitions, or for 1-5 shots to kill external modules.
Which gave me a great idea! Why not introduce a line of independent missile types that go into utility slots instead of standard hardpoints?
These could have reduced overall ammo totals compared to dedicated hardpoints, serving as utility boosters rather than as outright dps.
Here's a few examples of possibilities:
Tarpit Missile(12 missiles per utility slot) - Deals 50 damage, and activates the Drag Munitions effect. (basically a C0.5 homing missile)
Havoc Missile(3 missiles per utility slot) - Briefly(3-6s) disrupts the engines of anything within its large(~500m) splash radius, sending them tumbling helplessly. Does thermal damage.
Imp Missile(5 missiles per hardpoint) - An anti-shield missile; does some thermal damage, and for 10 seconds after hitting its target, the target is forced to behave as if it has zero pips to shields.
Screamer Missile(30 missiles per hardpoint) - A pod of 30 dumbfire semi-automatic missiles. Fire as fast as you can press the button, dealing 30 damage each.
At the same time, seeker missiles are generally only used for utility purposes; IE, for drag munitions, or for 1-5 shots to kill external modules.
Which gave me a great idea! Why not introduce a line of independent missile types that go into utility slots instead of standard hardpoints?
These could have reduced overall ammo totals compared to dedicated hardpoints, serving as utility boosters rather than as outright dps.
Here's a few examples of possibilities:
Tarpit Missile(12 missiles per utility slot) - Deals 50 damage, and activates the Drag Munitions effect. (basically a C0.5 homing missile)
Havoc Missile(3 missiles per utility slot) - Briefly(3-6s) disrupts the engines of anything within its large(~500m) splash radius, sending them tumbling helplessly. Does thermal damage.
Imp Missile(5 missiles per hardpoint) - An anti-shield missile; does some thermal damage, and for 10 seconds after hitting its target, the target is forced to behave as if it has zero pips to shields.
Screamer Missile(30 missiles per hardpoint) - A pod of 30 dumbfire semi-automatic missiles. Fire as fast as you can press the button, dealing 30 damage each.