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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2280
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Posted - 2015.01.23 14:35:10 -
[1] - Quote
Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go.
CSM X: Sabriz Adoudel, Mike Azariah, Sugar Kyle, Corbexx
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1254
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Posted - 2015.01.23 14:50:06 -
[2] - Quote
I kind of like the constant acceleration idea. It keeps the delay for missiles without making it unbearable for heavies and up.
As an alternative, CCP could pull a Mordu on all missiles: increase their velocity and decrease their flight time to match current ranges. This is a more straightforward change, but it doesn't help nearly as much at longer ranges.
As for missiles gaining damage over range...eh, not a fan. It doesn't make sense from a lore standpoint (the damage is done by exploding warheads, not the velocity of the missiles), and it doesn't fit with current gameplay mechanics that have longer range weapons trending towards lower damage. But I do like your thinking that long range missiles need some kind of...oomph.
My Many Misadventures
Reading Comprehension: so important it deserves it's own skillbook.
I seek to create content, not become content.
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
359
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Posted - 2015.01.23 15:31:51 -
[3] - Quote
If you like thus idea, you should check out the HM thread that I've been posting in. It has a similar idea, compounding faster max velocity and a damage from velocity factor. As for not fitting into the lore, what else would kinetic damage be?  I do agree that warheads do damage in the other 3 cases though, but this could be justified in the lore by a convenient shift from standoff warheads to impact warheads that would apply based on agility or something. Just a thought whule my prof glares at me.. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1521
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Posted - 2015.01.23 15:35:23 -
[4] - Quote
scorchlikeshiswhiskey wrote:If you like thus idea, you should check out the HM thread that I've been posting in. It has a similar idea, compounding faster max velocity and a damage from velocity factor. As for not fitting into the lore, what else would kinetic damage be?  I do agree that warheads do damage in the other 3 cases though, but this could be justified in the lore by a convenient shift from standoff warheads to impact warheads that would apply based on agility or something. Just a thought whule my prof glares at me..
If the warhead scored a direct hit for kinetic (as opposed to stuff like expanding rods throwing kinetic pieces at object around), it would have to have a different calculation of damage as no matter how small or fast you are, the impact would still wreck your ship.
You could add a "wrecking shot like" mechanic to simulate potential direct hit having a greater effect than proximity detonation but that is an entire different can of worms. |

Gawain Edmond
I aint payin npc tax Rock Paper Lasers
170
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Posted - 2015.01.23 15:57:23 -
[5] - Quote
or it could let missile based battleships totally wipe the floor with frigates even at close range since the missile would just keep going untill it caught upto the frigate and then explode it...
and that's just the first problem after looking at it for 10 seconds so i'll just go wit hthis being a bad poorly thought out idea with no regard to balance and a total lack of understanding of how the game works but other than that it's really good |

Mornak
Exotic Dancers Union SONS of BANE
32
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Posted - 2015.01.23 15:58:55 -
[6] - Quote
Reaver Glitterstim wrote:Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go.
if they gain incredible speed over time, wouldnt that mean that they have a chance of missing/overshooting the target if the target moves? resulting in something similar to trackingspeed for missiles?
this are two rather big buffs for longrange missiles, less flighttime and on top of that more damage. without any downside it might get a bit hard to balance. |

Tusker Crazinski
Delta vane Corp. Mordus Angels
19
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Posted - 2015.01.23 16:13:34 -
[7] - Quote
+1
In addition missiles should carry all velocity from the shooter so flying your damn ship has an effect on their effectiveness. right now the execution demands on the pilot for missile boats begin and end with F1.
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Tusker Crazinski
Delta vane Corp. Mordus Angels
20
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Posted - 2015.01.23 16:16:13 -
[8] - Quote
Mornak wrote:Reaver Glitterstim wrote:Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go. if they gain incredible speed over time, wouldnt that mean that they have a chance of missing/overshooting the target if the target moves? resulting in something similar to trackingspeed for missiles? this are two rather big buffs for longrange missiles, less flighttime and on top of that more damage. without any downside it might get a bit hard to balance.
as long as you ship accelerates harder than the missiles you could avoid them as long as you're on your game. EVE ships have speed limits, these missiles have Dv budgets essentially.
another way to mitigate damage when flying slower ships would be to, fly prograde with the missiles velocity vector. ( reduce relative velocity.
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Frostys Virpio
The Mjolnir Bloc The Bloc
1523
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Posted - 2015.01.23 16:19:27 -
[9] - Quote
Tusker Crazinski wrote:+1
In addition missiles should carry all velocity from the shooter so flying your damn ship has an effect on their effectiveness. right now the execution demands on the pilot for missile boats begin and end with F1.
Guided fire and forget weapons are easyer to use than the ones without guidance systems. Pretty sure it's working as intended... |

elitatwo
Eve Minions Poopstain Removal Team
539
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Posted - 2015.01.23 16:45:14 -
[10] - Quote
Reaver Glitterstim wrote:Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go.
Reaver, as much as I like the sentiment, it would breake EVE.
You have to remember that EVE is a relationale database and not a simulator. The client makes a visual representation of what is going on and where in a semi-fluid 3-dimensional grid.
If missiles would accelerate at those rate, the distance checks would go haywire and they will remove missiles for good.
The only thing that is messed up is that missiles don't apply the damage they could do for reasons that escape me.
On paper and in fitting tools missiles can already do enough damage. That theoretical maximum damage is reduced by the amount of resistances on shields / armor / hull and for mocking me a little more then seven years, the target speed.
Someone will probably say that missiles always hit - said the Sacrilege to the rail-deimos and died..
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Tusker Crazinski
Delta vane Corp. Mordus Angels
20
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Posted - 2015.01.23 18:21:16 -
[11] - Quote
elitatwo wrote:Reaver Glitterstim wrote:Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go. Reaver, as much as I like the sentiment, it would breake EVE. You have to remember that EVE is a relationale database and not a simulator. The client makes a visual representation of what is going on and where in a semi-fluid 3-dimensional grid. If missiles would accelerate at those rate, the distance checks would go haywire and they will remove missiles for good. The only thing that is messed up is that missiles don't apply the damage they could do for reasons that escape me. On paper and in fitting tools missiles can already do enough damage. That theoretical maximum damage is reduced by the amount of resistances on shields / armor / hull and for mocking me a little more then seven years, the target speed. Someone will probably say that missiles always hit -  said the Sacrilege to the rail-deimos and died..
yeah a weapon system that always hit is going to take penalties elsewhere.
perhaps making missiles need some form of range control like every other weapon system would be a better way to balance them out than to tweak their application, damage and projection values.
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Mornak
Exotic Dancers Union SONS of BANE
33
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Posted - 2015.01.23 18:22:34 -
[12] - Quote
Tusker Crazinski wrote:Mornak wrote:Reaver Glitterstim wrote:Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go. if they gain incredible speed over time, wouldnt that mean that they have a chance of missing/overshooting the target if the target moves? resulting in something similar to trackingspeed for missiles? this are two rather big buffs for longrange missiles, less flighttime and on top of that more damage. without any downside it might get a bit hard to balance. as long as you ship accelerates harder than the missiles you could avoid them as long as you're on your game. EVE ships have speed limits, these missiles have Dv budgets essentially. another way to mitigate damage when flying slower ships would be to, fly prograde with the missiles velocity vector. ( reduce relative velocity.
they are cruiser/bc+ size weapons. faction HM's do 4300 m/sec now without any boni ( https://wiki.eveonline.com/en/wiki/Caldari_Navy_Mjolnir_Heavy_Missile ). if you increase this speed so that it really does make a difference, let's assume you double that max speed to 8k6 m/s, no cruiser+ size ship will be able to out-fly them, unless you start close to the missiles maximum range. but flying out of range is also possible against turret boats, so imho this downside is not really a special downside for missiles.
i could not find info on the acceleration, but it's much bigger than any cruiser iirc. so out-accelerating isn't an option unless you cripple the base missiles acceleration speed in the first place (please correct me if i'm wrong).
if you are fighting a fast ship, the horrible damage application of those missiles will be the issue (we're talking 81 m/sec explosion velocity on those faction mj+Ślnirs without boni). making missiles faster doesn't change that...
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Anhenka
The Cult of Personality DARKNESS.
926
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Posted - 2015.01.23 18:31:05 -
[13] - Quote
Tusker Crazinski wrote: yeah a weapon system that always hit is going to take penalties elsewhere.
perhaps making missiles need some form of range control like every other weapon system would be a better way to balance them out than to tweak their application, damage and projection values.
There's really no way to balance insta hitting unavoidable missiles, especially on the cruise level, other than nerfing them so hard they are totally useless.
Even if they lost a third of their range and a third of their DPS and a chunk of their damage application, It would still result in groups of ravens instablapping anything larger than an interceptor at well over 100KM.
And if they closed in, the ravens could always swap to conventional missiles and return to the heavy dps and heavy application they can do at moderate to close range already. |

Tusker Crazinski
Delta vane Corp. Mordus Angels
20
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Posted - 2015.01.23 18:31:49 -
[14] - Quote
Mornak wrote:Tusker Crazinski wrote:Mornak wrote:Reaver Glitterstim wrote:Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go. if they gain incredible speed over time, wouldnt that mean that they have a chance of missing/overshooting the target if the target moves? resulting in something similar to trackingspeed for missiles? this are two rather big buffs for longrange missiles, less flighttime and on top of that more damage. without any downside it might get a bit hard to balance. as long as you ship accelerates harder than the missiles you could avoid them as long as you're on your game. EVE ships have speed limits, these missiles have Dv budgets essentially. another way to mitigate damage when flying slower ships would be to, fly prograde with the missiles velocity vector. ( reduce relative velocity. they are cruiser/bc+ size weapons. faction HM's do 4300 m/sec now without any boni ( https://wiki.eveonline.com/en/wiki/Caldari_Navy_Mjolnir_Heavy_Missile ). if you increase this speed so that it really does make a difference, let's assume you double that max speed to 8k6 m/s, no cruiser+ size ship will be able to out-fly them, unless you start close to the missiles maximum range. but flying out of range is also possible against turret boats, so imho this downside is not really a special downside for missiles. i could not find info on the acceleration, but it's much bigger than any cruiser iirc. so out-accelerating isn't an option unless you cripple the missiles base acceleration speed in the first place (please correct me if i'm wrong). if you are fighting a fast ship, the horrible damage application of those missiles will be the issue (we're talking 81 m/sec explosion velocity on those faction mj+Ślnirs without boni). making missiles faster doesn't change that...
that is not how acceleration works, the OP suggest missiles have acceleration values instead of a fixed velocity.
the way missiles work in EVE is they are on space rail going their fixed speed till they hit target, if the missile accelerates at 50m/s^2 and youre lets say vaga can crack 300m/s^2 with an overheated MWD, you will always out accelerate the missile. EVE ships however have speed limits the proposed missiles don't just burn time at (X)m/s^2
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Frostys Virpio
The Mjolnir Bloc The Bloc
1523
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Posted - 2015.01.23 18:34:07 -
[15] - Quote
Tusker Crazinski wrote:elitatwo wrote:Reaver Glitterstim wrote:Perhaps there could be a mechanic for long range missiles in which they constantly accelerate toward their target and become faster the more time they spend in flight. This would help prevent the long waits for very long range missiles to arrive, without removing the wait time on mid-range shots. For example, a cruise missile might take 5 seconds to travel the first 50km, and another 5 seconds to travel the next 100km.
Furthermore, spending more time in flight could cause long range missiles to gain some damage, which helps to make up for the wait while also giving rise to a new style of gameplay: intentionally waiting longer for shots to hit in order to take advantage of improved damage. Could give rise to missile sniper tactics involving trying to hold the targets in place while shooting them down from very far away. It could also make flight time bonuses more viable, so that missile velocity isn't the only way to go. Reaver, as much as I like the sentiment, it would breake EVE. You have to remember that EVE is a relationale database and not a simulator. The client makes a visual representation of what is going on and where in a semi-fluid 3-dimensional grid. If missiles would accelerate at those rate, the distance checks would go haywire and they will remove missiles for good. The only thing that is messed up is that missiles don't apply the damage they could do for reasons that escape me. On paper and in fitting tools missiles can already do enough damage. That theoretical maximum damage is reduced by the amount of resistances on shields / armor / hull and for mocking me a little more then seven years, the target speed. Someone will probably say that missiles always hit -  said the Sacrilege to the rail-deimos and died.. yeah a weapon system that always hit is going to take penalties elsewhere. perhaps making missiles need some form of range control like every other weapon system would be a better way to balance them out than to tweak their application, damage and projection values.
So different payload in a same size missile to allow more or less fuel? |

elitatwo
Eve Minions Poopstain Removal Team
540
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Posted - 2015.01.23 18:36:44 -
[16] - Quote
Anhenka wrote:... Even if they lost a third of their range and a third of their DPS and a chunk of their damage application, It would still result in groups of ravens instablapping anything larger than an interceptor at well over 100KM.
There is no interceptor in EVE that my Raven cannot shoot down.
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Shivanthar
169
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Posted - 2015.01.23 19:00:44 -
[17] - Quote
From one of my old threads:
"... Increasing max cruise missile flight speed to much more than current and greatly slowing down acceleration, while increasing explosion velocity and decreasing explosion radius proportionally as missiles go faster and farther. This way, at max range, target you hit would receive more damage than same target you hit close. ..."
You were also there Reaver 
_Half _the lies they tell about me **aren't **true.
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Frostys Virpio
The Mjolnir Bloc The Bloc
1523
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Posted - 2015.01.23 19:05:50 -
[18] - Quote
Shivanthar wrote:From one of my old threads: "... Increasing max cruise missile flight speed to much more than current and greatly slowing down acceleration, while increasing explosion velocity and decreasing explosion radius proportionally as missiles go faster and farther. This way, at max range, target you hit would receive more damage than same target you hit close. ..." You were also there Reaver 
Except that does not make any sense unless the warhead is somehow modified during flight. |

afkalt
Republic Military School Minmatar Republic
703
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Posted - 2015.01.23 19:54:18 -
[19] - Quote
Talking about realism with a system where a ship can out fly an explosion and a ship smaller than the blast radius magically taking less damage......fools errand.
Balance beats reality all day long |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2283
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Posted - 2015.01.23 20:02:52 -
[20] - Quote
If missile velocity was partly taken from ship velocity, that couold help explain why Stealth Bombers are able to shoot out torpedoes so far. Maybe they have to work for it. Only MWD SB can shoot torpedoes out to 55km.
CSM X: Sabriz Adoudel, Mike Azariah, Sugar Kyle, Corbexx
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Frostys Virpio
The Mjolnir Bloc The Bloc
1523
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Posted - 2015.01.23 20:08:33 -
[21] - Quote
afkalt wrote:Talking about realism with a system where a ship can out fly an explosion and a ship smaller than the blast radius magically taking less damage......fools errand.
Balance beats reality all day long
You do realise that if you get more damage at longer range, you will get the arty treatment of reduced raw DPS right? Is this really what you want?
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2283
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Posted - 2015.01.23 20:12:05 -
[22] - Quote
Actually since missiles have a drawback at longer ranges (increased shot time to target) which turrets don't have, it could perhaps make sense for them to increase damage at longer range. Or perhaps them not losing damage at longer range is enough bonus.
CSM X: Sabriz Adoudel, Mike Azariah, Sugar Kyle, Corbexx
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Frostys Virpio
The Mjolnir Bloc The Bloc
1523
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Posted - 2015.01.23 20:20:03 -
[23] - Quote
Reaver Glitterstim wrote:Actually since missiles have a drawback at longer ranges (increased shot time to target) which turrets don't have, it could perhaps make sense for them to increase damage at longer range. Or perhaps them not losing damage at longer range is enough bonus.
The lack of ammo swap requirement for longer range resulting in lower DPS is already an upside yes. If you give them more, then cruise would out-damage, out apply and out reach torpedoes for example as long as your target was far enough. If a change where flight time increase damage gradually happen, the initial damage will be nerfed into the groud or at least they will introduce a "dead zone" where your missile is not armed yet. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2283
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Posted - 2015.01.23 20:27:46 -
[24] - Quote
I was thinking more of a small damage increase, with the initial damage being the most important. Like, a cruise missile might make 3-6% more damage by the end of its flight, or 9-12% on a sniper battleship with range bonuses to cruises. Barghest would pretty much just get the base damage because its missiles would spend so little time in flight.
CSM X: Sabriz Adoudel, Mike Azariah, Sugar Kyle, Corbexx
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afkalt
Republic Military School Minmatar Republic
703
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Posted - 2015.01.23 21:00:05 -
[25] - Quote
Frostys Virpio wrote:afkalt wrote:Talking about realism with a system where a ship can out fly an explosion and a ship smaller than the blast radius magically taking less damage......fools errand.
Balance beats reality all day long You do realise that if you get more damage at longer range, you will get the arty treatment of reduced raw DPS right? Is this really what you want?
I think the idea is a poor way to 'fix' missiles. My point was more realism got out the building a decade ago, let's not have its memory hold stuff back 
Long range missiles are held by equally by the hilarious lack of a sniping meta and target swapping is impossible to do without telegraphing it.
If they changed red boxing to not apply until the first round landed.....THAT becomes interesting. |

Frostys Virpio
The Mjolnir Bloc The Bloc
1523
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Posted - 2015.01.23 21:28:51 -
[26] - Quote
Reaver Glitterstim wrote:I was thinking more of a small damage increase, with the initial damage being the most important. Like, a cruise missile might make 3-6% more damage by the end of its flight, or 9-12% on a sniper battleship with range bonuses to cruises. Barghest would pretty much just get the base damage because its missiles would spend so little time in flight.
Then it does not make any sense if the barghest get's the lowest bonus since it has the fastest missile with more than likely the strongest acceleration.
12% increase is probably close to torpedo damage with extra range and application. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
361
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Posted - 2015.01.23 21:58:00 -
[27] - Quote
Frostys Virpio wrote:Reaver Glitterstim wrote:I was thinking more of a small damage increase, with the initial damage being the most important. Like, a cruise missile might make 3-6% more damage by the end of its flight, or 9-12% on a sniper battleship with range bonuses to cruises. Barghest would pretty much just get the base damage because its missiles would spend so little time in flight. Then it does not make any sense if the barghest get's the lowest bonus since it has the fastest missile with more than likely the strongest acceleration. 12% increase is probably close to torpedo damage with extra range and application. Which sounds bad, but wouldn't be quite so bad if that only happened as you approach max range envelopes. Not to say I think this is the way to go, I much prefer the mix of ideas put forth in the HM thread. I'm also hoping that if that gets enough first page attention then CCP might actually decide to give a damn and do something like what they just announced for AC's |

Kenrailae
Mind Games. Suddenly Spaceships.
338
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Posted - 2015.01.23 22:54:55 -
[28] - Quote
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.
The Law is a point of View
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afkalt
Republic Military School Minmatar Republic
703
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Posted - 2015.01.23 23:34:41 -
[29] - Quote
Kenrailae wrote:Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.
Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.
Edit: The concept of max velocity only applies when accelerating into resistance. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
361
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Posted - 2015.01.23 23:54:53 -
[30] - Quote
afkalt wrote:Kenrailae wrote:Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound. Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea. Edit: The concept of max velocity only applies when accelerating into resistance. Agreed. Eve-space is not a vacuum, it is not empty, rather ships behave more as if they were in an atmosphere or some other fluid that resists motion. This is also why ships roll and turn, like a ship at sea or a plane, instead of simply pivoting around an axis. A rocket engine on a missile would, as stated above, propel it at a constant (or near enough) acceleration until it exhausted all of its fuel, the result being a missile that would be traveling extremely fast. David Weber's Honor Harrington series features much more "realistic" missile combat across millions of kilometers at many orders of magnitude greater speed. Regardless, we are stuck with fluid physics so it would make more "sense" to increase the max V instead of acceleration. |
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