... I also messed around with a cooldown mechanic for it at some point - where it would take an extra 5 seconds per reload. That might be worth considering, honestly - maybe at a lower value, like 2-3 seconds. It'd also be a hit to the Atropos, which seems like it might be too good here.
I think this would be enough to truly differentiate it from EMR (especially on mono-missile loadouts) and makes it a bit more interesting, it gives you more ammo but with a cooldown/timer to prevent say, an eagle from being able to just vomit out 21(?) sabots/harpoons in the space of ~10 seconds (and this is without EMR/ missile spec boosting things)
Tbh, I think that a longer cooldown (even up to 10 or so seconds) could possibly be fine, makes the hullmod purely a "sustained" ammo booster, and not usable to achieve massive burst damage.
10 second cooldown would also bring it in-line with the reload time of the medium pod missiles (sabot/harpoon/reaper)
It might be an idea (for the player) that it only triggers a reload when you try to "fire" an empty weapon, and then goes onto cooldown after that, so you don't "forcibly" get a weapon reloaded just by emptying it, but can empty your racks, and then choose what one you want to reload first.
This would be especially useful with the limited reloads and with mixed missile types, so for example:
- Ship with one sabot rack, one reaper and this hullmod, no EMR.
- you have 2 points of reload left, and your sabots and reaper are both loaded.
- Use up 3 sabots to overload your target, fire a reaper to break armour, then autoforge another reaper and use that to kill.
This would be nicer than having the autoforge go "oh you emptied your sabots, time to reload them" when you didn't want more sabots, but wanted to be able to use a second reaper.
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I'm also curious as to how this hullmod would interact with a reloading missile (as per the pilum) I almost feel like such weapons could be excluded from interacting with this hullmod.
Assuming there is a "reload cost override" column being added to weapon-data.csv maybe putting a negative value (or a zero?) in there could prevent weapons from being able to reload with this hullmod?