The variety of missiles in base game is bad comparing to previous titles (X3), and taking into account that all sizes of the launchers (either S,M, M turret or L turret) could use the same type of missile it made all gameplay around them look bland. You basically always used the heaviest torpedo vs capital ships and the heavies smart missile vs other ships, thats it. To somehow amend this I reworked the whole thing:
All vanilla missiles removed (you can still find some in tutorials or plots that specifically use them)
Added many new missiles, some of them from previous titles.
Missiles are now divided into classes - Light, Medium, Heavy, Torpedo, Cruise
S launchers and M missile turrets are limited to Light and Medium missiles
M launchers and L missile turrets are limited to Medium and Heavy missiles
Dumbfire and Tracking launchers can be fitted only in LIGHT weapon hardpoints, Torpedo launchers can be fitted only in HEAVY hardpoints on S and M ships.
Cruise missiles can be used only with L Cruise turret. Splits dont get those, its not honorable to attack from long range.
All ship missile capacities are redone.
Price for missiles has non-linear increase with damage output.
To make it easier to identify what is the class of each missile I used the following abbreviations:
L - light
M - medium
H - heavy
D - dumbfire
G - guided
T - torpedo
CR - cruise
HEAT, LOCK, SMART - missile lock mechanic
AOE, SWARM - additional characteristics
List and parameters of each missile can be found in the table below:
Open in separate tab for better readability.