To allow for more variety in weapon design, it would be useful to allow missiles of different types to be fired at different rates from the same launcher.

There are two ways I can think of to do this. The first, which is a bit cumbersome, is to add an optional fire rate adustment line on the missile item or launcher (On the specific missile). This would allow for making some launchers fire a specific type or class of missile faster than other launchers, or some missiles fire slower when fired from lauchers. This would (for the sake of simplicity) best be done using a percentage value.

Adding an "IgnoreFireRateAdj="true" " option to launchers missile codes also allows for the custom adjustments on the missile item to be negated easily, without having to code the exact opposite effect into the game. This would not affect the AI fire rate adjustment given on the shipclass.

For example:
<Missiles>
<Missile ammoID="&itKM100Missile;"/>
<Missile ammoID="&itKM120Missile;" firerateadj="80""/>
<Missile ammoID="&KM500Missile;" firerateadj="110""/>
<Missile ammoID="&itSuperSpeciaMissileWithCustomFireRateAdj;" IgnoreFireRateAdj="true""/>
</Missiles>

A launcher with this code would fire the KM100 at normal speed (set on the launcher), the KM120 at 80% of regular speed, the KM500 at 110% normal speed, and ignore the special fire rate adjustment on the super special missile with custom firerateadj settings on its itemtype.

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An alternative (or complimentary, if FireRateAdj is limited to just the missile item but the IgnoreFireRateAdj option is kept) way of doing this is to code the fire-rate on launchers in two ways: First option is the current way, which gives a default value for each missile that doesn't have special stuff. The alternative would be to give a firerate on each missile entry on the launcher, like so:

<Missiles>
<Missile ammoID="&itKM100Missile;"/>
<Missile ammoID="&itKM120Missile;" firerate= "20""/>
<Missile ammoID="&KM500Missile;" firerate= "14""/>
</Missiles>

In the example above, the KM100 would use the default ROF for the launcher, while the KM120 would have a fire rate of 20, while the KM500 would have a fire rate of 14.

This is a significantly easier method to use, but I can see a few cases where either system would be useful, and a very small number of possibilities where some mashup of the two might conceivably be useful. So I'm listing them both as possible ways to do this.

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wolfy 15 Apr 2015:

Been looking for this for a long time!

the_shrike 15 Apr 2015:

Note: Trying to edit this again broke the Ministry, so here's the edited last paragraph I was trying to add. I've submitted a ticket with the specific error message on the Ministry tracker:

This is a significantly easier method to use, but I can see a few cases where either system would be useful, and a very small number of possibilities where some mashup of the two might conceivably be useful. In that case, FireRateAdj would be on the missile item, ROF would be on the launcher (on the specific missile), and firerateadj would override the *default* rate of fire if a specific rate of fire was not given and IgnoreFireRateAdj was false.

george moromisato 18 Apr 2015:

I think it's a good idea, but it will take a bit of time to implement.