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.
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.
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?)
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
' Wrote: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
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.