Nice idea for rapid-firing missiles.
But they should do at least 1k hull dmg and 500k shield dmg.
Or no one will use them.
Because, you can mount a gun, faster, better refire, more damage.
Even if it's a class 8.
So, more damage is needed.
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.
I'd also go for some other stuff - for capships especially.
1st - Capship tactical nukes. Limited and expensive ammo/large energy drain, limited tracking, very long range (7k at least) and naturally a nice blast radius (NOT as bg as flak, more like nuke mines). Large energy drain would prohibit their usage on bomber-sized craft.
And somethhing sweeter for defensive fellaz
Real mines
Launchers for these woul only be allowed (energylimitations) for gunboats and heavier. These mines would certainly be comparable to nuclear ones (ammo limitation not necessary) and the 2 differences between them would be:
Much worse tracking
WAYYY increased duration time
That way - it'll become possible to lay minefields, that ofc will expire over time - say 2 hours?
can a missile be treated as "taking the targets wing"? - i mean, by the engine. it appears that taking someones wing works a lot better than actually shooting a missile at someone. its less affected by lag.
so - maybe a missile that is getting into formation ( as its homing ability ) and detonates there - ( proximity detonation as a necessity, cause taking someones wing will not hit him ) - i think no matter how much we increase the turn rates of missiles, they ll still miss due to lag.
something like that could be a shield buster - cause it explodes away from the target anyway. - and i wouldn t mind a shield buster with a huge explosion range.... give the attacker a bit of responsibility not to shoot something like that into a group of NPCs or friends. 10 hull dam, 5000 shield dam to a huge radius - not even vanilla ships are affected worse by that, cause its just shields.
about ammo, is it possible to make missiles shoot 5 ammo with one shot? - that might be a way to reduce the available shots. ( like VIP taking up 5 cargo units instead of 1 )
then you d have to buy 70 still, but would only be able to shoot 16 missiles. that way its possible to make really tough missiles, when the dicussion goes towards the BIG missiles.
I'd also go for some other stuff - for capships especially.
1st - Capship tactical nukes. Limited and expensive ammo/large energy drain, limited tracking, very long range (7k at least) and naturally a nice blast radius (NOT as bg as flak, more like nuke mines). Large energy drain would prohibit their usage on bomber-sized craft.
While I admire your imagination, I fear such a weapon could bring up its own flames within..
I mean I just doubt if that would be a reasonable addition or not..
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I wonder... With talk of lasting mines, what about lasting missle effects? How about a missle with a huge explosion radius, but tiny amounts of damage? Could use them as smoke-screens for a advance or retreat?
Why are u ppl Bull-cr***ing about smoke screens, missiles that target windshield and spray it with oil and such, while it's so obvious armors are to0 great, bots/batteries are too many, and existing missiles do not do enough damage, nor they track good enough. Fix the existing ones...don't invent. If tracking of missiles cannot be fixed withing existing engine, at least double their damage and blast, so that since only 3 out of 70 will hit, those that do hit, HURT.
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