The major change is that turrets will now automagically engage incoming missiles:
- If they are in range. This might seem to be a no-brainer, but the stock turret AI doesn't bother to check how far a missile is when it engages it - fire a missile at an enemy ship from 50km out, and then zoom in and watch the ship fire away trying to hit it. It's actually pretty funny.
- If the missile is a threat to you. I define a "threat" as any missile who's explosive yield is 5% or more of your ship's current shield level. So if you are in an M1/M2/TL, your turrets aren't going to bother wasting time swatting mosquitoes.
- WMDs (Weapons of Mass Destruction - PSG/IonD) if the missile is in range of them, and there are no "friendly" ships within 5km of you.
- The best CIWS (Close-In Weapon System) gun that you carry and that your turret can mount. The criteria for what makes a good CIWS weapon is simply the weapon's refire rate.
- Your "main" gun, which is defined as the longest-ranged weapon your turret can mount.
I would really appreciate feedback on this. The heuristics on what makes good weapons for what situation is getting complex. If you're finding that in some situations you're getting less than optimal results, post as much info as you can and I'll try and tweak the system accordingly.