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snutt
|
Posted - 2004.07.04 11:21:00 -
[61]
Edited by: snutt on 04/07/2004 11:28:35
Originally by: JoCool Edited by: JoCool on 03/07/2004 23:27:11 First: Very nice changes, I welcome them. Finally missiles will be useful at long range, without eating frigates and cruisers for breakfast.
But TomB, what about this:
Fictional: Megathron with 400m3 Signature Radius, using the MWD -> x500% = 2000m3 SR. Velocy: 800m/s
Sig Radius: 2000 / 400 = 5 Velocy: 400 / 800 = 0.5 Damage: 400*5*0.5 = 1000 total damage
Will you limit this to the maximal damage the missile is able to do, to prevent that? Like: If damage exceeds 300, cut it down to 300 ?
Another question: Will my Missiles do less damage when I shoot at Minmatar battleships and the like or will you even out the signature radii for the battleships?
This is exactly why I do not like this .
So basicly, a Raven would be able to hit any ship at any range only at the cost at reduced damage, but will *do* damage, where turrets would miss, thus it can take out frigs without worrying. Hence the missile speeds would have gotten increase by a whole lot, they will own the turrets at long range (due to the new accuracy system for turrets), and even at mid range I'd have no doubt (as the new accuracy system have decreased the overall turret damage by a whole lot). And if one tries to get close to a Raven, well then you'll get even more wtfpwnd. Yea... sounds REALLY great! Now where are our Nova Cannon turrets as a compensation .
I understand what you are trying to do, and appreciate it, but this... this is just freaking ridiculous. Last thing I want is everyone and his dog in a Scorp or Raven AGAIN   .
Sorry to say, but I hope this is a (delayed) April fools joke  .
Edit: Nether the less, all these calculation would most likely create hugh amount of lagg due to the cheer amount of calculation that would be needed.
Mess with the best, die like the rest  Real men structure tank  |

snutt
|
Posted - 2004.07.04 11:21:00 -
[62]
Edited by: snutt on 04/07/2004 11:28:35
Originally by: JoCool Edited by: JoCool on 03/07/2004 23:27:11 First: Very nice changes, I welcome them. Finally missiles will be useful at long range, without eating frigates and cruisers for breakfast.
But TomB, what about this:
Fictional: Megathron with 400m3 Signature Radius, using the MWD -> x500% = 2000m3 SR. Velocy: 800m/s
Sig Radius: 2000 / 400 = 5 Velocy: 400 / 800 = 0.5 Damage: 400*5*0.5 = 1000 total damage
Will you limit this to the maximal damage the missile is able to do, to prevent that? Like: If damage exceeds 300, cut it down to 300 ?
Another question: Will my Missiles do less damage when I shoot at Minmatar battleships and the like or will you even out the signature radii for the battleships?
This is exactly why I do not like this .
So basicly, a Raven would be able to hit any ship at any range only at the cost at reduced damage, but will *do* damage, where turrets would miss, thus it can take out frigs without worrying. Hence the missile speeds would have gotten increase by a whole lot, they will own the turrets at long range (due to the new accuracy system for turrets), and even at mid range I'd have no doubt (as the new accuracy system have decreased the overall turret damage by a whole lot). And if one tries to get close to a Raven, well then you'll get even more wtfpwnd. Yea... sounds REALLY great! Now where are our Nova Cannon turrets as a compensation .
I understand what you are trying to do, and appreciate it, but this... this is just freaking ridiculous. Last thing I want is everyone and his dog in a Scorp or Raven AGAIN   .
Sorry to say, but I hope this is a (delayed) April fools joke  .
Edit: Nether the less, all these calculation would most likely create hugh amount of lagg due to the cheer amount of calculation that would be needed.
Mess with the best, die like the rest  Real men structure tank  |

Gariuys
|
Posted - 2004.07.04 11:46:00 -
[63]
I think this sounds like a good solution. Gonna take ages to balance it out properly but well worth the effort IMHO. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
|
Posted - 2004.07.04 11:46:00 -
[64]
I think this sounds like a good solution. Gonna take ages to balance it out properly but well worth the effort IMHO. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

MIlad
|
Posted - 2004.07.04 12:14:00 -
[65]
Simple : Increase missile speeds(i like the numbers Veskrashen gave)and reduce Bigger missiles agility...This way servers dont have to calculate so much. |

MIlad
|
Posted - 2004.07.04 12:14:00 -
[66]
Simple : Increase missile speeds(i like the numbers Veskrashen gave)and reduce Bigger missiles agility...This way servers dont have to calculate so much. |

lordmix
|
Posted - 2004.07.04 12:20:00 -
[67]
sorry of u just dont get it, u no wot will happen just like the guns u have some frigate or small ship not moving and you fire missiles on it and will not kill it because it do 30 damge in stead of 300 and tell me why it would do that it hit the ship did not miss it why do u wanna make the game so it is just bs vs bs cruiser on cruiser and frigate on frigate. Only resaon most ppl thing it is good idea because they been shoot down while in there frigate by some missiles (carebear's mainly) it is hard another to kill frigates at the moment now u making it imposible.
lordmix
|

lordmix
|
Posted - 2004.07.04 12:20:00 -
[68]
sorry of u just dont get it, u no wot will happen just like the guns u have some frigate or small ship not moving and you fire missiles on it and will not kill it because it do 30 damge in stead of 300 and tell me why it would do that it hit the ship did not miss it why do u wanna make the game so it is just bs vs bs cruiser on cruiser and frigate on frigate. Only resaon most ppl thing it is good idea because they been shoot down while in there frigate by some missiles (carebear's mainly) it is hard another to kill frigates at the moment now u making it imposible.
lordmix
|

Jim Raynor
|
Posted - 2004.07.04 12:21:00 -
[69]
Originally by: MIlad Simple : Increase missile speeds(i like the numbers Veskrashen gave)and reduce Bigger missiles agility...This way servers dont have to calculate so much.
It simply doesn't work. That's why TomB came up with this new method of calculating missile damage. ------
ROBBLE ROBBLE |

Jim Raynor
|
Posted - 2004.07.04 12:21:00 -
[70]
Originally by: MIlad Simple : Increase missile speeds(i like the numbers Veskrashen gave)and reduce Bigger missiles agility...This way servers dont have to calculate so much.
It simply doesn't work. That's why TomB came up with this new method of calculating missile damage. ------
ROBBLE ROBBLE |

Sinjin Smythe
|
Posted - 2004.07.04 12:21:00 -
[71]
Originally by: GFLTorque
Tomb - Maybe a Minmitar solution for turret problems AND missles.
Reduce TEMPEST to 3 MISSLe hardpoints, and add 1 TURRET slot. Increase Powergrid, and CPU accordingly for the Turret.
Great Idea!
|

Sinjin Smythe
|
Posted - 2004.07.04 12:21:00 -
[72]
Originally by: GFLTorque
Tomb - Maybe a Minmitar solution for turret problems AND missles.
Reduce TEMPEST to 3 MISSLe hardpoints, and add 1 TURRET slot. Increase Powergrid, and CPU accordingly for the Turret.
Great Idea!
|

Gariuys
|
Posted - 2004.07.04 12:36:00 -
[73]
Originally by: MIlad Simple : Increase missile speeds(i like the numbers Veskrashen gave)and reduce Bigger missiles agility...This way servers dont have to calculate so much.
They've tried getting this to work several times, and like Jim said, it just doesn't work. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
|
Posted - 2004.07.04 12:36:00 -
[74]
Originally by: MIlad Simple : Increase missile speeds(i like the numbers Veskrashen gave)and reduce Bigger missiles agility...This way servers dont have to calculate so much.
They've tried getting this to work several times, and like Jim said, it just doesn't work. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

KR SUN
|
Posted - 2004.07.04 12:42:00 -
[75]
Quote: 1. I'm not a missile or explosion expert, any feedback that will be posted with more knowledge than I have is most welcome.
In real life antiaircraft missles never actually (rarely) hit the target with "kinetic damage". Since the speeds are huge you cant rely of hitting in front of a moving, maneuvering target most missles coming from behind (chasing)with "miminum" resulting speed towards the craft. Moreover all antiaircaft missles have fragmenting warhead which blows up at some distance before the actual impact and damages with shrapnel, practicaly missle itself never hit the target, so the power of explosion and shrapnel is the factor, not the speed and mass of missle hitting aircraft.
Navy torpedos and anti-ship missles on the other hand hit the target in one piece. But they use their kinetic enegry only to penetrate the hull and blow up inside the ship. But again kinetic damage of impact itself is not the factor of destruction, the payload of explosives is. Practicaly there is absolutely no difference between a missle hitting a ship with a huge speed and explosion of a missle stored inside the ship. Once again the kinetic energy is not a factor. Torpedos going in the water have very little kinetic energy at all, but they produce huge damage, well, tbh some torpedos can go very fast underwater "fyling" inside a generated gas stream underwater.
PS Dont see how game rules that should be balanced can benifit from "real-world" weapon of our time.
Make a balanced and logical damage numbers only after that move a "description" base under it. 'cause no1 cares how actually mwd works
|

KR SUN
|
Posted - 2004.07.04 12:42:00 -
[76]
Quote: 1. I'm not a missile or explosion expert, any feedback that will be posted with more knowledge than I have is most welcome.
In real life antiaircraft missles never actually (rarely) hit the target with "kinetic damage". Since the speeds are huge you cant rely of hitting in front of a moving, maneuvering target most missles coming from behind (chasing)with "miminum" resulting speed towards the craft. Moreover all antiaircaft missles have fragmenting warhead which blows up at some distance before the actual impact and damages with shrapnel, practicaly missle itself never hit the target, so the power of explosion and shrapnel is the factor, not the speed and mass of missle hitting aircraft.
Navy torpedos and anti-ship missles on the other hand hit the target in one piece. But they use their kinetic enegry only to penetrate the hull and blow up inside the ship. But again kinetic damage of impact itself is not the factor of destruction, the payload of explosives is. Practicaly there is absolutely no difference between a missle hitting a ship with a huge speed and explosion of a missle stored inside the ship. Once again the kinetic energy is not a factor. Torpedos going in the water have very little kinetic energy at all, but they produce huge damage, well, tbh some torpedos can go very fast underwater "fyling" inside a generated gas stream underwater.
PS Dont see how game rules that should be balanced can benifit from "real-world" weapon of our time.
Make a balanced and logical damage numbers only after that move a "description" base under it. 'cause no1 cares how actually mwd works
|

Nafri
|
Posted - 2004.07.04 12:54:00 -
[77]
interesting changes,
maybe ill see them together with EW changes in 5 month Wanna fly with me?
|

Nafri
|
Posted - 2004.07.04 12:54:00 -
[78]
interesting changes,
maybe ill see them together with EW changes in 5 month Wanna fly with me?
|

Mattathias
|
Posted - 2004.07.04 13:46:00 -
[79]
If the missiles now didn't do their full damage but instead did less based on the relative agility (missile agility vs target agility) and speed of the target that would help. A ship standing still should have an agility of zilch.
Anyways, not all hits should be full hits - the missile could explode next to the frigate, or have a glancing impact.
-Jeff
|

Mattathias
|
Posted - 2004.07.04 13:46:00 -
[80]
If the missiles now didn't do their full damage but instead did less based on the relative agility (missile agility vs target agility) and speed of the target that would help. A ship standing still should have an agility of zilch.
Anyways, not all hits should be full hits - the missile could explode next to the frigate, or have a glancing impact.
-Jeff
|

KamiCrazy
|
Posted - 2004.07.04 14:12:00 -
[81]
Edited by: KamiCrazy on 04/07/2004 14:27:56 I've been thinking about missle balancing for a long time and I've decided that the best way to balance missles is to make them mimic their real world counter parts.
1) All missle launchers have incredible fire rates (which lets them virtually fire in salvos) with the exception of cruise and torp launchers (which still have increased fire rates). This is balanced by an increase in reload times. Missle bonuses to ROF are changed to a bonus to reduce reload times. (I was thinking ala robotech style for light missles/rockets)
2) Cruise missles and torps turn too fast. That is the problem, and until the speed which they turn is reduced you are always going to have missle balancing problems as the idea of "reducing dmg" just doens't hold water. If you are a frig and you get smacked with a torp it should hurt, it doesn't make sense not to. I remember seeing DBP orbit a PFM guy at aeditide once and she died very quickly as 3 FOF cruise missles were launched, they immediately turned and exploded. Thats not right...
My solution to this problem is simple, make it so you can dodge missles. Its a bit retarded that you need to outrun missles in the first place to dodge them, making yourself totally impervious to all missle types. How you can implement it is to first improve missle velocity, then reduce missle turn rates for cruise and torps. Then either change MWD's or create a new "manouvreing module" for frigs which basically gives you a HUGE boost in speed for 10 seconds but is not repeatable. Make it have like a 30 second timer. Also make it able to instantly change relative velocity (think of it as mini-insta warp module). If you can picture this you have these FAST missles with horrible turns (which means it over shoots its targets) trying to hit a frig which can dance around, zipping left and right.
Now not only do we have cool action dog-fights, a simplistic change (which doesn't cause computation lag), and finally missle balance?
Feel free to punch holes in my idea, I maybe dreaming.
EDIT: Oh oh I just had the most brilliant amendment to my idea.
Make it so that agility reduces as distance to target decreases! OMG! And make the scale at which it decreases diferent for every missle!
|

KamiCrazy
|
Posted - 2004.07.04 14:12:00 -
[82]
Edited by: KamiCrazy on 04/07/2004 14:27:56 I've been thinking about missle balancing for a long time and I've decided that the best way to balance missles is to make them mimic their real world counter parts.
1) All missle launchers have incredible fire rates (which lets them virtually fire in salvos) with the exception of cruise and torp launchers (which still have increased fire rates). This is balanced by an increase in reload times. Missle bonuses to ROF are changed to a bonus to reduce reload times. (I was thinking ala robotech style for light missles/rockets)
2) Cruise missles and torps turn too fast. That is the problem, and until the speed which they turn is reduced you are always going to have missle balancing problems as the idea of "reducing dmg" just doens't hold water. If you are a frig and you get smacked with a torp it should hurt, it doesn't make sense not to. I remember seeing DBP orbit a PFM guy at aeditide once and she died very quickly as 3 FOF cruise missles were launched, they immediately turned and exploded. Thats not right...
My solution to this problem is simple, make it so you can dodge missles. Its a bit retarded that you need to outrun missles in the first place to dodge them, making yourself totally impervious to all missle types. How you can implement it is to first improve missle velocity, then reduce missle turn rates for cruise and torps. Then either change MWD's or create a new "manouvreing module" for frigs which basically gives you a HUGE boost in speed for 10 seconds but is not repeatable. Make it have like a 30 second timer. Also make it able to instantly change relative velocity (think of it as mini-insta warp module). If you can picture this you have these FAST missles with horrible turns (which means it over shoots its targets) trying to hit a frig which can dance around, zipping left and right.
Now not only do we have cool action dog-fights, a simplistic change (which doesn't cause computation lag), and finally missle balance?
Feel free to punch holes in my idea, I maybe dreaming.
EDIT: Oh oh I just had the most brilliant amendment to my idea.
Make it so that agility reduces as distance to target decreases! OMG! And make the scale at which it decreases diferent for every missle!
|

Kelly O'Connor
|
Posted - 2004.07.04 14:25:00 -
[83]
TomB: http://neumann.dph.aber.ac.uk/research/what/shockinfo.html
a few things, shockwaves DO exist in space shockwaves in space are much weaker then the equivalent in atmosphere but travel further they would not be kinetic, more EM/thermal
Both ideas are good, in principle, but I feel they are overcomplicating missiles :/
|

Kelly O'Connor
|
Posted - 2004.07.04 14:25:00 -
[84]
TomB: http://neumann.dph.aber.ac.uk/research/what/shockinfo.html
a few things, shockwaves DO exist in space shockwaves in space are much weaker then the equivalent in atmosphere but travel further they would not be kinetic, more EM/thermal
Both ideas are good, in principle, but I feel they are overcomplicating missiles :/
|

Mattathias
|
Posted - 2004.07.04 14:33:00 -
[85]
One other thought - read up on the sinking of the Sheffield by an exocet during the falkland islands conflict in '82. That'll probably give some decent ideas.
-Jeff
|

Mattathias
|
Posted - 2004.07.04 14:33:00 -
[86]
One other thought - read up on the sinking of the Sheffield by an exocet during the falkland islands conflict in '82. That'll probably give some decent ideas.
-Jeff
|

Gariuys
|
Posted - 2004.07.04 14:34:00 -
[87]
Originally by: KamiCrazy Edited by: KamiCrazy on 04/07/2004 14:27:56 I've been thinking about missle balancing for a long time and I've decided that the best way to balance missles is to make them mimic their real world counter parts.
1) All missle launchers have incredible fire rates (which lets them virtually fire in salvos) with the exception of cruise and torp launchers (which still have increased fire rates). This is balanced by an increase in reload times. Missle bonuses to ROF are changed to a bonus to reduce reload times. (I was thinking ala robotech style for light missles/rockets)
2) Cruise missles and torps turn too fast. That is the problem, and until the speed which they turn is reduced you are always going to have missle balancing problems as the idea of "reducing dmg" just doens't hold water. If you are a frig and you get smacked with a torp it should hurt, it doesn't make sense not to. I remember seeing DBP orbit a PFM guy at aeditide once and she died very quickly as 3 FOF cruise missles were launched, they immediately turned and exploded. Thats not right...
My solution to this problem is simple, make it so you can dodge missles. Its a bit retarded that you need to outrun missles in the first place to dodge them, making yourself totally impervious to all missle types. How you can implement it is to first improve missle velocity, then reduce missle turn rates for cruise and torps. Then either change MWD's or create a new "manouvreing module" for frigs which basically gives you a HUGE boost in speed for 10 seconds but is not repeatable. Make it have like a 30 second timer. Also make it able to instantly change relative velocity (think of it as mini-insta warp module). If you can picture this you have these FAST missles with horrible turns (which means it over shoots its targets) trying to hit a frig which can dance around, zipping left and right.
Now not only do we have cool action dog-fights, a simplistic change (which doesn't cause computation lag), and finally missle balance?
Feel free to punch holes in my idea, I maybe dreaming.
EDIT: Oh oh I just had the most brilliant amendment to my idea.
Make it so that agility reduces as distance to target decreases! OMG! And make the scale at which it decreases diferent for every missle!
Your idea is very good, problem is, it's been tried, and it didn't work. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Gariuys
|
Posted - 2004.07.04 14:34:00 -
[88]
Originally by: KamiCrazy Edited by: KamiCrazy on 04/07/2004 14:27:56 I've been thinking about missle balancing for a long time and I've decided that the best way to balance missles is to make them mimic their real world counter parts.
1) All missle launchers have incredible fire rates (which lets them virtually fire in salvos) with the exception of cruise and torp launchers (which still have increased fire rates). This is balanced by an increase in reload times. Missle bonuses to ROF are changed to a bonus to reduce reload times. (I was thinking ala robotech style for light missles/rockets)
2) Cruise missles and torps turn too fast. That is the problem, and until the speed which they turn is reduced you are always going to have missle balancing problems as the idea of "reducing dmg" just doens't hold water. If you are a frig and you get smacked with a torp it should hurt, it doesn't make sense not to. I remember seeing DBP orbit a PFM guy at aeditide once and she died very quickly as 3 FOF cruise missles were launched, they immediately turned and exploded. Thats not right...
My solution to this problem is simple, make it so you can dodge missles. Its a bit retarded that you need to outrun missles in the first place to dodge them, making yourself totally impervious to all missle types. How you can implement it is to first improve missle velocity, then reduce missle turn rates for cruise and torps. Then either change MWD's or create a new "manouvreing module" for frigs which basically gives you a HUGE boost in speed for 10 seconds but is not repeatable. Make it have like a 30 second timer. Also make it able to instantly change relative velocity (think of it as mini-insta warp module). If you can picture this you have these FAST missles with horrible turns (which means it over shoots its targets) trying to hit a frig which can dance around, zipping left and right.
Now not only do we have cool action dog-fights, a simplistic change (which doesn't cause computation lag), and finally missle balance?
Feel free to punch holes in my idea, I maybe dreaming.
EDIT: Oh oh I just had the most brilliant amendment to my idea.
Make it so that agility reduces as distance to target decreases! OMG! And make the scale at which it decreases diferent for every missle!
Your idea is very good, problem is, it's been tried, and it didn't work. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

KamiCrazy
|
Posted - 2004.07.04 14:41:00 -
[89]
I was thinking more along the lines of action gameplay rather then die hard simulation. Hence the mimic in my sentence.
|

KamiCrazy
|
Posted - 2004.07.04 14:41:00 -
[90]
I was thinking more along the lines of action gameplay rather then die hard simulation. Hence the mimic in my sentence.
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