
Laendra
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Posted - 2005.05.04 18:38:00 -
[1]
Edited by: Laendra on 27/05/2005 17:38:25 It doesn't seem to make sense to me on the way your changes are being implemented. Battleship sized weapons should be able to obliterate smaller ships with one shot...they output extreme amounts of damage.
A better way, in my opinion, would be to make missiles be extremely fast, but have an agility factor associated with them. Missile combat then would take into account the missile's speed & agility vs. the target ship's speed & agility, and determine if it could hit it or would chase the target ship until the missile either ran out of fuel, or the target escaped by warping out, or the target was hit by the missile (for instance, if the pilot stopped, or was hit with a webifier to slow it down enough to be hit). This would add realism, and would be a mechanic that should be easily factored in.
A pilot's missile skills would include skills to increase missile agility, increase missile speed, increase missile damage, increase missile range (i.e. increase flight time, or decrease fuel usage), and increase missile sensor strength. Missile countermeasures could then include missile webifiers (for an area), missile ECM to jam the tracking of missiles vs. missile sensor strength, defender missiles, point defense turrets (e.g. Phalanx) (new gunnery skill - increases tracking speed of Point Defense turrets, which will increase the effectiveness against missiles), etc.
So, the scenario of where a pilot jumps into a system and finds an enemy frigate sitting at a gate, with the pilot not paying attention (or AFK), lock and fire a cruise missile or torpedo at it, and it SHOULD blow up from the sheer damage potential delivered by the weapon. However, if that frigate pilot realizes what is going on and kicks on the afterburner/MWD, kicks on his defensive manuevering program and commences to outrun/outmanuever the missile. However, the agressing pilot seeing that his easy target is not so easy, activates his stasis webifier to slow the frigate down to a speed/agility where the missile finally connects, ending the frigate's existance in a fireball.
Missile launchers also should not be limited by the types of missiles that can be loaded into them, at least the larger ones...for example, a Siege Launcher should be able to load EVERY type of missile/rocket/defender in the game. Missile fire rates should be based on the ammunition size being used. Torpedoes are large, and should take a long time to move the next one into launching position...Cruise missiles are a little smaller, and have a little bit quicker refiring time...Heavy/Light missiles should fire progressively faster, and Rockets/Defenders should just stream out of a siege launcher. Damage over time should be relatively consistent based on the TYPE of launcher, not the size of missile...but each missile would then have it's own chance of hitting it's target (and be subjected to missile countermeasures). You would still want to limit Cruise missile to Cruise launchers and Siege launchers, and Heavy would still be limited to Heavy launchers and above...and yes, Light would be able to fit into everything but Rocket Launchers..... ------------------- |