
Ranger 1
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Posted - 2005.02.16 01:55:00 -
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Originally by: Red Six Edited by: Red Six on 16/02/2005 01:07:16 Ok, dumb question and I'm not a noob by any means(not the worlds greatest pvp'er either) but why can any ship outrun a missle of any kind? That makes no sense to me. It makes even less sense that a torpedo does huge damage to a battleship but next to zero damage against frigates. The warhead does X points of damage target size should not matter.
I say double the speed of all missles and triple the speed of light missles. You'll have to adjust the flight time's to make sure we don't have light missles with 60Km range and such but that would be a simple matter to adjust.
You'll probably need to add something that makes them miss say the percentage to hit is something like this:
100% - target ships agility with skill modifiers*2 +/- 2% per size difference
Pure example numbers:
Target = Frigate (Size 1)(Agility 5 w/Pilot Skill bonus 10) Missle = Cruise (Size 4) To hit = 100 - 20(Agility with skills)- 6 = 74%
Target = Battleship (Size 5)(Agility 2 w/ pilot skill 4) Missle = Light (Size 1) To hit = 100 - 8 + 4 = 96%
Although you do have defenders and smartbombs for defense a frigate at least should be able to generate enough of a delta to generate a possible miss on a cruise missle and especially a torpedo. To give a frigate and even some of the more nimble cruisers like the Stabber a chance against torpedoes modify the formula to use 7% on the size difference but set the torpedo's size the same as the battleship.
Torpedo Example: Target = Frigate (Size 1)(Agility 5 w/Pilot Skill bonus 10) Missle = Torpedo (Size 5) To hit = 100 - 20 - 28 = 52%
Target = Battleship (Size 5)(Agility 2 w/ pilot skill 4) Missle = Torpedo (Size 5) To hit = 100 - 8 - 0 = 92%
That gives a frigate basically a 50/50 chance against a torpedo but still maintains a high to hit percentage against battleships.
Anyhow that's my .02 ISK.
Its not your fault... you haven't been here for the months of discussion and trial and error on this issue. The game engine doesn't handle missile agility well, missiles cannot be made to miss based on speed and agility of target properly. If it could, this would have been solved long ago. All the mucking around with damage being lessened on smaller vessels is to "simulate" near misses, since we can't acutally make them happen. And yes, we can go back to the old way where interceptors could always outrun cruise missiles (and of coures Torps), but then the missile boats were back at square one as far as never being able to hit them. Not to mention, if you make cruise missiles slower you make them even less effective at long range combat than they are now.
The proposed changes were: 1: Boost just about all missile speeds (especially cruise to enhance long range effectiveness). 2: Reduce large missile damage proportional to the sig radius and transversal velocity of the target. That way small vessels that were webbed and dead in the water, or approaching head on, take full (or nearly full) damage from the large missile. Vessels that were at top speed and actively evading or orbiting would take reduced damage to simulate them being fast and agile enough to not be hit directly.
This makes sense in a odd, workaround sort of way. And it would reduce the effectiveness of Ravens against smaller vessels while at the same time making them more of a factor against larger vessels at range. Of course they would always have the same option turret users have always had vs. smaller vessels (aside from the usual array of anti-frigate devices BS can field) and simply mount a couple of smaller sized weapons to deal specifically with frigate sized threats.
Kill the enemy, and break their toys. |