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Unguided missiles - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Unguided missiles (/showthread.php?tid=34045) |
Unguided missiles - Egon Bigmemes - 02-03-2010 Unguided missiles with ammo limits would be entirely useless within minutes. Missiles are very good at battles of attrition when facing larger foes, and even small warheads can do decent damage. The way some missiles are explained make me think they're the size of a 2000lb bomb that has a little pfft as the explosion. I think we can fit a lot more than 70 missiles in ships load. Unguided missiles - CzeReptile - 02-03-2010 Well, if you would mount 4, it can be fun to shoot et! 280 missiles, alot of ammo fuzz around. and rearm ships would be awesome too. Unguided missiles - SeaFalcon - 02-05-2010 Ow man all turning missiles suck in normal freelancer and disco mod... the turning is so odd because of lag. I would wish it could be like this on disco. http://www.youtube.com/watch?v=SyciCjGLL2w...feature=related But without the missile spam. Ow I love Itano Circus. ------------------------ To be ontopic, unguided rockets are nice. but they need some proper speed to be able to be useful but still a little server lag delays it in firing. SNAC doesnt have this problem because its a gun. So making a gun with rocked looks? although they need to suck load of energy to be able to fit into the pvp style on disco. Its a good idea but to make it work properly in fights is going to be hard. Unguided missiles - Corsair - 02-07-2010 It would make fighters be able to do more than just Cannonball spam capital ships. Worth looking into. Unguided missiles - Sprolf - 02-07-2010 Guided missiles take ammo. Unguided missiles could take energy? Unguided missiles - Prysin - 02-07-2010 lets make it "almost undguided" 0.10 turn rate (so low that it hardly matters) some high refire (im thinkin 4.0 or 3.03) speed (hmm, 3-400) damage (6-7000hull/3-4000 shield) range (1500) exp. range (75m) ammo cost (2900?) launcher cost (150 000?) Unguided missiles - CzeReptile - 02-07-2010 Well, the point is rather ammo then energy, since it would be an all - killing weaopn then (basically a uber strong gun). As I suggested above, Id make a launcher type 1 through 6, so 60-420 missiles ammunition. And how bout EMP missiles? Shieldbusters! And to achieve the fun of it, stats : Make em non locking - 0 turn rate High refire as in high - 6-12 Speed - either fast (low dmg) - 600? - slow /high dmd) - 150-300 damage - EMPs - 5k shield, 50 hull;; slow ones 5K hull, 2k shield, fast ones vice versa explosion range - 50, EMPs far bigger. My suggestion, I am terrible to balance anything. I just got the idea:D Unguided missiles - Prysin - 02-07-2010 ' Wrote:Well, the point is rather ammo then energy, since it would be an all - killing weaopn then (basically a uber strong gun). /singed Unguided missiles - Friday - 02-07-2010 You have two types of speed to consider: Engine speed and launcher speed. Engine speed tells you how fast a missile will eventually fly unaided, it also has an entry for acceleration. Launcher speed is an initial speed boost, it also has an entry for energy consumption. I put it to you that you could have two types of launcher for the same missile. Type A - no speed boost, but no energy use either - this is the default now. Type B - High energy consumption, but a nice speed boost from the launcher. Unguided missiles - CzeReptile - 02-07-2010 Idk how fast rockets go, or how fast they acquire their best speed. |