
Toemhii
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Posted - 2005.05.15 01:59:00 -
[1]
First off I dont post here much..I do personally like the missile changes, although a crow with a couple light missile launchers scares me... However I understand why some may not like these changes. I personaly think a Torpedo hitting a frigate thats moving is rediculouly funny; unless ultra webbed and nos'd. So what are the major problems of missiles currently? Speed, balance, volume? Most of the time missiles are too slow to hit their target; theres no way a crow can do any damage to anything smaller then a cruiser at greater then 20km. And missiles do things turrets can't, hit frigates easily with nos/web, although this is offset by their inability to insta gank frigates at range. My suggestions would bring missiles inline with turrets; unfortunately, it makes them practically turrets, which I know some people won't like. However, until missile hit model is similar to turrets, there will always be someone screaming imbalance, whether that be hitting frigates on orbit, or sniping.
So here is what I propose: Make missiles dependant on transversal speed and the missiles onboard sensor systems. They're guided projectiles, so give em a 'brain'. This also leaves a few more skills, and other options when creating missiles. Every missile receives an Agility Rating, tbh this is just the avg transversal speed a target with the same sig radius as the missile's sensor resolution would have to beat to dodge the missile. Now we all know the Dev's have said repeatedly that they will not make a true Agility factor, the calculations would simply bog down the server. So into the math:
Missile Factors: Damage Damage Type AgilityRating Flight Time Speed Sensor Res
Light Missile:
Example 1 Ensis Kinetic: 20 Explosive: 20 Agility Rating: 4000 Flight Time: 3s Speed: 12,000 m/s Sensor Res: 30m
Example 2 Accendo Thermal: 60 Explosive: 40 Agility Rating: 3000 Flight Time: 2s Speed: 12,000 m/s Sensor Res: 40m
Cruise Missile:
Example 3 Aeolus Kinetic: 120 Explosive: 50 Agiltiy Rating: 400 Flight Time: 8s Speed: 24,000 m/s Sensor Res: 400m
Torpedo:
Example 4 Cautes Kinetic: 400 Thermal: 200 Agility Rating: 200 Flight Time: 8s Speed: 10,000 m/s Sensor Res: 400m
Transversal Threshold Formula: ((TSigRad/(FinSigRes)*FinAR)*(1¦0.25) TSigRad = Target Signature Radius FinSigRes = Missile Base Signature Resolution * Skill/Ship Bonuses FinAR = Missile Base Agility * Skill/Ship Bonuses
--------------Sig Radius and Transversal Speed------- Name:-------Vs 20m---Vs 40m---Vs 120m---Vs 265m---Vs 400m---- Ensis----2667 m/s-----5,333 m/s-16 km/s--35.3 km/s-53.3 km/s- Accendo--1500 m/s-----3,000 m/s-9 km/s---19.8 km/s-30 km/s--- Aeolus---20 m/s-------40 m/s----120 m/s--265 m/s---400 m/s--- Cautes---10 m/s-------20 m/s----60 m/s---133 m/s---200 m/s---
However, because of the (1¦0.25) in the equation the Ensis has a range of: 2000.25 m/s to 3333.75 m/s; this allows for a small chance of a larger missile hitting a smaller target then intended. You can see that I left out Rockets, Heavy Missiles and FoF; the only reason being is I'm too lazy to come up with more examples etc :P
Keep an open mind, this is only a suggestion; and tbh, not a very well though through one, start poking holes!
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