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If munitions replaced the SNAC as a viable weapon, I'd like to see capital ships given broadside torp slots. Maybe two on each of their sides (tailored to the battleship in question), unable to fire forward.
Maybe the SNAC could be buffed in damage, but given an insanely short range. Maybe mini-razor type range, so bombers / capital ships who chose to use them would have to close right up, which would expose them to the full onslaught of enemy point defence.
Also consider the possibilities for fighter screens and smaller, lighter craft if there were big torps to shoot down. Finally! Light fighters would have a place in cap battles! Something to intercept. =)
I also like the idea of faction mines, missiles, and maybe CM; if they can have CMs with better ratings vs missiles, mines, or CDs. I imagine some factions would put more work into these than others.
Also, I LOVE the idea that light fighters can intercept torpedoes. Its like that battle in Starscape? or something, the prequel to this game. Intercept those torpedoes!!
It adds an edge to fights and more tactics, and something for the little guys to target and feel appreciated.
Well the idea of all this stuff isnt to make things more uber - but to add variety to combat.
I applaud all efforts to this end! Even if it makes more work for the devs - at least they might get a sense of working to add stuff, rather than just tweaking bits and pieces. I think for devs the creative aspect of adding interesting things into the game keeps them going.
So ideas put forward in good faith should be given a go.
Hey Fletch - how do you feel about you and I doing some of our own tweaking with weapons and such? I have mucked around a bit - but I havent found people to test stuff out with in combat.
' Wrote:Well the idea of all this stuff isnt to make things more uber - but to add variety to combat.
I applaud all efforts to this end! Even if it makes more work for the devs - at least they might get a sense of working to add stuff, rather than just tweaking bits and pieces. I think for devs the creative aspect of adding interesting things into the game keeps them going.
So ideas put forward in good faith should be given a go.
Hey Fletch - how do you feel about you and I doing some of our own tweaking with weapons and such? I have mucked around a bit - but I havent found people to test stuff out with in combat.
Making our own weapons? Hmm, its been years since I've delved into the coding of the game, I'd need to refresh myself proper but I could try. Testing things would give me a reason to get back into FL more, could serve me well. Let me know sometime.
' Wrote:Hey Fletcher? I got an example of your capship warheads right here.
Those style of missiles are great, they'd make good visuals and defensive armaments so they could 'arc' away from the crossfire. But no to that much power and speed, torpedoes are slow and cumbersome for a reason, they explode viciously.
Anything that relies a lot on tracking is problematic on server(s) with extremely changing levels of lag.
Take current gb missiles... with high lag fighter can avoid them even without using cms, with low lag they'll turn 180 degrees and hit it no matter what it does.
Or even better current BS missiles, they are meant to only hit battleships effectively and make cruisers move a bit. Then with lag and some nasty long range launches you can actually kill bombers with them.
So
1. the "anti gb" torp
To hurt gbs it needs a lot of damage (20k min) as well as very good tracking, problem is that GBs are not that far from bombers, so anything that hits them say 70% of the time, will hit bombers 50% of the time.
2. emp torp
Whom should it hurt/hit? Are you thinking of a BS version of current GB missiles without hull damage?
Or more an anti-cap thing?
3. Is kind of current bs missiles
These are getting fixed to hurt shields as well (cause they won't ever hurt hull with 100% success rate) and are getting new and bigger models.
Quote:Also, I LOVE the idea that light fighters can intercept torpedoes. Its like that battle in Starscape? or something, the prequel to this game. Intercept those torpedoes!!
They can do that now with Novas as well as cruiser and bs missiles. They need to target the torp (by clicking on it) and then firing a CD at it.
Igiss says: Martin, you give them a finger, they bite off your arm.
Hmm, I say fair enough on the tracking with the server lag, nothing much we can to about that.
1: The anti-GB torpedo is meant to be accurate yet fairly deadly, its primary goal is accuracy above raw power. This would give battleships and lower a chance to hit agile capitals. But, the chance of them hitting a bomber is there, but with CM's flying and as said, CD's the chance of them hitting is lower. Anything capital guns wise hitting near a gunboat has a chance to hit bombers. Its luck in the end, or lack of.
2: The EMP torpedo is basically a torpedo version of shield buster guns or buffed paralyzers. Its not meant to drain shields at all. Whether it should drain energy is debatable. Primarily meant for anti-capital shield busting, so fairly high power.
3: Ooh that sounds good, are they 'infinite' supply or limited? If infinite, unsure if they should be really powerful, if limited, let them be powerful; they'd need to be used conservatively.
4: As for light fighters intercepting torpedoes, its very difficult to do so while dodging fire and finding the specific target from nowhere. Yes, CD's can intercept them, the torpedoes I wish to see should have some sort of durability against them. Two, three CD's tops, one is just easy once its launched. There are too many factors. Like CM's, agility and CD's, too much against the torpedoes.