The general idea for this proposal is to create a missile system that requires capacitor and also a way to make use of laser crystals in different ways (not the least of which is a way to deal with damaged crystals.) If the weapon system goes to fruition, it might also encourage CCP to create a proper Khanid shipline as well (that aren’t just reskinned Amarr ships.)
Weapon Features:
The lore behind this weapon system is effectively a superheated ball of plasma that has a guidance system. As such, it wont make use of existing missile explosion velocity mechanics, but will make use of turret falloff to simulate the heated projectile cooling off and thus doing less damage after it expends it’s optimal range. It will retain the missile velocity / flight time mechanics.
It wont make use of tracking initially, though there is potential to add the tracking mechanic after the missile has expended it’s guided flight time. So if flight time = optimal + falloff, between max falloff and double falloff the weapon system could turn into an effective turret shot as it loses it’s guidance.
The capacitor draw would be similar to existing laser systems, depending on game balance.
Furthermore, since these missiles are effectively just guided turret projectiles, they wont be affected by defender missiles or smart bombs, so they wont cause the server the same headaches as existing missiles for tracking them.
Weapon Balance:
My initial thoughts for this weapon type was to go thermal kinetic. The damage type would depend on how close you are to your intended target. As the super heated projectile cools off, it would switch from thermal to kinetic. For every 1 point of thermal damage the missile loses through this process, it will gain 0.5 kinetic damage (or 2 and 1 if it needs to use whole numbers.)
That said, since this is a missile system, there’s probably some room to have the payload deliver em damage on impact as well. I don’t really see a way to make explosive damage work for it, but that’s ok, since lore wise that’s not a damage type the Khanid would care about anyway.
So I suppose these would be EM Thermal weapons within optimal, that slowly move the damage type to EM kinetic at max falloff.
For example. Lets say optimal is 20km, and falloff brings it out to 40km. For ease of math, we’ll say the weapon system delivers 10 em and 10 thermal damage. Out to 20km the missile would do 10 em and 10 thermal damage. At 22km the missile will do 10 em, 9 thermal, and 0.5 kinetic. At 30km it will do 10 em, 5 thermal, and 2.5 kinetic. At 40 km, the missile will do 10 em and 5 kinetic.
At double falloff, if CCP wanted to implement the tracking mechanic I mentioned earlier - since it’s an unguided projectile at this point, the missile would do 10 em 2.5 kinetic.
The Launcher:
This could either be a new launcher, or incorporate the new missile type into existing launchers. I think it would make more sense to create a new launcher, so the weapon system could be balanced more easily, but ultimately it doesn’t matter much.
The Missile:
The energy spikes will be created by refining laser crystals. Crystals will refine into a number of energy spikes based on the undamaged % of the laser crystal, out of a possible 100 units. So a t1 crystal that can’t be damaged, will refine into 100 energy spikes of that type, a faction crystal with 10% damage will refine into 90 spikes of that faction type, and a t2 crystal with 90% damage will refine into 10 spikes of that t2 crystal type.
The refining process will require a blueprint and make use of the industry window to process the crystals into energy spikes.
Other Possibilities:
Since these missiles are kind of like drone missiles, there might be some room for a highslot module that reduces drone bandwidth, but somehow transfers that effectiveness to the missile system. Lore wise this would fit right in too, since Khanid ships tend to favor missiles, drones, and cap warfare.
That’s all I have for now. Let me know what you think.