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About the PR
Closes #163
TODO:
This PR aims to completely rework the concept of missiles.
Why / Balance
Missiles before the rework were essentially just HE on "steroids". Except they weren't, since many of the lighter missiles were quite useless in terms of structural damage, and it was near impossible without admin intervention to get any of the later missiles. This meant the missiles you would commonly use were useless, and the ones that were useful were extremely rare.
This rework aims to change that with heatseeking, different types of launchers and missile payloads, alongside point defense and missile jammers.
Different types of launchers allow for different types of base velocity the missiles are launched at, and point defense shoots at any incoming missiles - however, PD and MLs must be placed accordingly, as placing PD next to a missile launcher may cause the PD to shoot down any missile the launcher fires. This means if you place PD all over your ship, you can no longer access missiles.
Missiles now heatseek to their target, they will pick the first target infront of them, or the next entity to their right/left. Then, it will rotate toward that target, and perpetually increase it's velocity forward regardless if there's a missile or not. Jammers can shorten this missile range by dividing it by 5, alongside removing the target in the component - but if the missile is too close, it may be too late.
More missiles allow for more variety, different types of payloads for different types of purposes, now available.
Technical details
Refactors a bit of ShipWeaponsSystem alongside interacting with AutomatedShipSystem.
Media
Breaking changes
None yet