ok, here re different missile ideas - some of which were allready taken down by igiss
- darts: no homing ability, but fast and quite strong for their speed
++: advantage, they could be like a CD ( around 900 ) rather strong ( 1k damage or so ) and hard to aim with - cause most missiles have a certain amount of ignition time, meaning they appear to accelerate rather than being at max speed at once - making hitting something a bit harder.
- - : disadvantage, we get something like torpedos in jousting
- multiple warheads: missiles that detonate into 4 or so swarm missiles that can individually track the enemy. there are missiles like that in other mods - and they look pretty cool.
++: advantage, they look cool and there might be a chance that due to lag at least one of them hits - or all for hit a bigger target.
- - : disadvantage, they cause so much lag that its THEM that cause them not to hit / track anything - and instead fly into other stuff ( usually friendly NPCs that of course turn hostile to you at once, and to make it worse, you can be sure that just in that moment 3 battleship NPC groups spawn on you!:laugh:)
- shield piercer: missiles that completely ignore shields, do medium damage and are rather used against gunboat sized stuff - it is possible to aim at subsystems in freelancer, but due to lag, i don t give the missiles a great chance to hit - or to even hit a gunboat.
++: advantage, tactical missile that might be funny in theory....
- - : disadvantage, but it won t work .. lol
- stun missile: like the paralyzers so called side effect, a missile that locks the energy regeneration of the target. actually i have no clue if the paralyzer REALLY locks it down, but it says so in the ID card. might aswell be a missile that locks down the enemies speed to zero for 1 second or lock the enemies shield regeneration.
++: advantage, might be a good addition to a tactical missile
- - : disadvantage, probably too powerful.... might work if it was restricted to house military forces only, certainly not for pirates ( assuming that its a high tech piece of weapon )
- radiation mines: whops a "mine" idea slipped in - a mine that is actually really stationary - but emits a powerful black hole radiation effect.
++: advantage, everyone will run away, including the dropper
- - : tons of "re-engagement" posts:laugh:cause they all meet again a bit away from there - not to mention all the angry NPCs.
- IFF decoys: a missile that is moving with the speed of like 200 and looks like a copy of the players IFF. of course it is a missile and has a smoky tail aswell as not being really visible. oh, and it should not have a tracking ability of course. - it should be able to drop it while in cruise ( like CMs )
++: advantage, well its a decoy - and might be funny.
- - : disadvantage, .... errr. it fools no one? - dunno
- sensor scramblers: missiles that make the target loose its current target and reduce its sensor range to like zero for a short time ( still possible to click on avisible target, just impossible to click on the targets list )
++: advantage: in a large battle, it can be used to confuse a player - cause it takes time to coordinate an attack on one single - and possibly doding target. it could aswell be used in combination with a decoy.
- -: disadvantage, missiles loose their track instantly - and fights become very long, when the players keep "shooting" off the others targetting.
- markers: a missile that marks a certain target for a group. so that even without proper communication, a target can easily be attacked by a large group. - should of course not cause damage and it should allmost be a granted hit - like a mosquito.
++: advantage, its fun for unorganized groups
- - : disadvantage, uhh... do we really need that?
thats all i can think of atm =)) - and now i have had too much coffee:crazy:
' Wrote:ok, here re different missile ideas - some of which were allready taken down by igiss
- darts: no homing ability, but fast and quite strong for their speed
++: advantage, they could be like a CD ( around 900 ) rather strong ( 1k damage or so ) and hard to aim with - cause most missiles have a certain amount of ignition time, meaning they appear to accelerate rather than being at max speed at once - making hitting something a bit harder.
- - : disadvantage, we get something like torpedos in jousting
- multiple warheads: missiles that detonate into 4 or so swarm missiles that can individually track the enemy. there are missiles like that in other mods - and they look pretty cool.
++: advantage, they look cool and there might be a chance that due to lag at least one of them hits - or all for hit a bigger target.
- - : disadvantage, they cause so much lag that its THEM that cause them not to hit / track anything - and instead fly into other stuff ( usually friendly NPCs that of course turn hostile to you at once, and to make it worse, you can be sure that just in that moment 3 battleship NPC groups spawn on you!:laugh:)
- shield piercer: missiles that completely ignore shields, do medium damage and are rather used against gunboat sized stuff - it is possible to aim at subsystems in freelancer, but due to lag, i don t give the missiles a great chance to hit - or to even hit a gunboat.
++: advantage, tactical missile that might be funny in theory....
- - : disadvantage, but it won t work .. lol
- stun missile: like the paralyzers so called side effect, a missile that locks the energy regeneration of the target. actually i have no clue if the paralyzer REALLY locks it down, but it says so in the ID card. might aswell be a missile that locks down the enemies speed to zero for 1 second or lock the enemies shield regeneration.
++: advantage, might be a good addition to a tactical missile
- - : disadvantage, probably too powerful.... might work if it was restricted to house military forces only, certainly not for pirates ( assuming that its a high tech piece of weapon )
- radiation mines: whops a "mine" idea slipped in - a mine that is actually really stationary - but emits a powerful black hole radiation effect.
++: advantage, everyone will run away, including the dropper
- - : tons of "re-engagement" posts:laugh:cause they all meet again a bit away from there - not to mention all the angry NPCs.
- IFF decoys: a missile that is moving with the speed of like 200 and looks like a copy of the players IFF. of course it is a missile and has a smoky tail aswell as not being really visible. oh, and it should not have a tracking ability of course. - it should be able to drop it while in cruise ( like CMs )
++: advantage, well its a decoy - and might be funny.
- - : disadvantage, .... errr. it fools no one? - dunno
- sensor scramblers: missiles that make the target loose its current target and reduce its sensor range to like zero for a short time ( still possible to click on avisible target, just impossible to click on the targets list )
++: advantage: in a large battle, it can be used to confuse a player - cause it takes time to coordinate an attack on one single - and possibly doding target. it could aswell be used in combination with a decoy.
- -: disadvantage, missiles loose their track instantly - and fights become very long, when the players keep "shooting" off the others targetting.
- markers: a missile that marks a certain target for a group. so that even without proper communication, a target can easily be attacked by a large group. - should of course not cause damage and it should allmost be a granted hit - like a mosquito.
++: advantage, its fun for unorganized groups
- - : disadvantage, uhh... do we really need that?
thats all i can think of atm =)) - and now i have had too much coffee:crazy:
You realy have good ideas...Drink more coffee Jinx,maybe we get something from this.
@Mjonlir - maybe against transports or such.
But to damage a GB shield, you need to hit a certain area.
Shield generator i believe, in order for them to work.
If they had a damage around 11k, they would be a nice piece of work.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
This is all unnecessary and ruins the feel of the original Freelancer. Missiles should be crap as they're now. Torpedoes should be used against fighters. Everything is so well balanced as Mjolnir puts it....maybe some nuclear spoons that u can throw from ur cockpit into opponents engine intake and damage their turbine? That would be as awesome and well thought out anti-fighter weapon, as sunslayer is....
1)fragmentation type spoons: that is like a box with a full set of them, but hard to throw cos of robust package
2)light silver spoons: these are deadly accurate but are expensive and do less dmg per spoon.
3)forks of shortcircuting: these are guided, and do dmg to shields
We should get a new "spoon class 8-10" weapon slots, so the Torpedoes remain as solid base for anti-fighter weaponry, they are now.
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' Wrote:This is all unnecessary and ruins the feel of the original Freelancer. Missiles should be crap as they're now. Torpedoes should be used against fighters. Everything is so well balanced as Mjolnir puts it....maybe some nuclear spoons that u can throw from ur cockpit into opponents engine intake and damage their turbine? That would be as awesome and well thought out anti-fighter weapon, as sunslayer is....
1)fragmentation type spoons: that is like a box with a full set of them, but hard to throw cos of robust package
2)light silver spoons: these are deadly accurate but are expensive and do less dmg per spoon.
3)forks of shortcircuting: these are guided, and do dmg to shields
We should get a new "spoon class 8-10" weapon slots, so the Torpedoes remain as solid base for anti-fighter weaponry, they are now.
hmm i think that kind of wepons are called bombs:P
Hmm maybe we could need hull buster missile to be cout to paralyzer?
You have neutralizers and paralyzers. No need for more.
But they are both (pretty much, not for everyone) useless.
I would like to see them improved, not new shieldbust-missiles.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
@StarButt.... can you come with some constructive comments like Jinx then?
Please read my second post in this thread.... before you start screaming around
Missiles are not crap... learn to use them... there is a room for improvement/changes but you cannot just do a radical change out of the blue.
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@Jinx seems to me like you played Freespace 2 also:)
- darts: - I like those... unquided missiles are used on planes today and in space they are not affected by atmosphere... in Freespace 2 they were primary anti-bomber weapons
- multiple warheads: - I believe they were already here in 4.82 or 4.81? someone correct me
- shield piercer: - That would be great against capship components... but don't know if it's possible
- stun missile: - as far as I know paralyzer just drains some energy out... so maybe it would be possible to do a missile that drains even more...again mostly a support missile against caps without shields
- but maybe it is not possible to separate energy drain/shield damage.
- radiation mines: - crazy in my eyes :)
- IFF decoys: - don't know if that's possible.. and it would probably don't fool anyone
- sensor scramblers: - maybe not possible either
- markers: - I don't think we need those... in FS 2 they were used mostly to mark targets for NPCs
Igiss says: Martin, you give them a finger, they bite off your arm.
Well if torpedoes are good as anti-fighter weapons, I don't see why wouldn't we use sharp vibrating spoons either....
We don't even need more missiles...we need increased damage on the existing ones....and maybe some better guidance for them to be really worth using.
Give fighters decent anti-fighter weaponry worth using, instead of forcing ppl to exploit bugs like Torpedoes.
FL = flight in space....less magic and FRP analogy and more RL ones would do just fine.
LRM (analogy to Sparrow, AMRAAM, AA-10/12): range above 1000m, high speed, moderate tracking, longer acquisition time, large warhead, large blast damage. (can be like class 10)
SRM (analogy to Sidewinders, AA-11 (R-73), ASRAAM): range below 1000m, moderate speed, good tracking, shorter acquisition time, smaller warhead, smaller blast damage, more direct damage. (can be like class9)
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Oooh! Oooh! What about a line of shield-busting mines? That way, fighters could actually down the shields of large ships even without an Inferno, operating as support for the bombers. Or I dunno, I just think it would be neat.
EDIT WITH MISSILES: I agree some variety in missile selection would be nice. Maybe a nova rocket or something? Class 10, has the blast radius of the Nova but way less damage? Probably useless, though.
How about something that fits in the cruise disruptor slot that damages shields, or works as a mini-Paralyzer? Or a gun for the CD slot, call it the power disruptor or something, and make it really expensive like the Inferno, and give it to House militaries and police forces. Great for stopping fleeing smugglers (and disabling their weapons while they're getting hit with the disruptor) without killing them!
A "mini missile" launcher would be nice too. Extremely high refire rate for a missile at like 2.5 or 3. really fast, high turning, low damage and low shield busting power with a small explosion radius.
would still only get the 70 shots so ammo would run dry really fast.
would equate to 875 hull damage per second. for 28 seconds 24,500 dmg if every missile hit. Thats all 70 shots for 10k more than one hit from a sunslayer. Id even want the dmg lower if the speed and turning were upped. Point of it would be the last weapon used in a fight. The finishing move, rather than an opener torpedo. Could even go in the torp slot.
I also like the multi warhead missile idea.
*Wilson shows off his ham sandwich* - Armory.003
*mark placed on Unit-sk855's forehead* - Head hitting the desk as of reading the above