Now then, another yet probably pointless idea has hit me.
Missiles - These are meant to pursue a target and explode.
Most missiles should have a decent speed, this the thruster boost to make them faster. We only seem to use missiles in jousting, sorry but most of the time its true in fighters.
So I watched a documentary the other night with British and USA fighters in combat drills. They were every so often launching countermeasures, why? Missiles are bloody terrifying.
Yes yes yes, on Earth there is air for the missiles to generate lift and drag to maneuver a fair bit in flight and in space its all about the thrust and mini thrusters on the missiles.
Plueh I say, our ships have one/two hybrid engines and turn a hell of a lot better than missiles.
Therefore, I suggest a new series of missiles. A shrieker missile series, these are fast, cruise speed fast, with a fair bit of a turn rate, possibly hitting Firestalker rate. Damage wise? Depends on class.
Now I know there will be the following "Missiles are deadly enough, you just fail at jousting! No need to change them!". Well, no. I don't fail at jousting, I've killed Sabres with my Firestalkers while jousting, and just dodging.
Missiles lore wise are not meant for jousting, that is what ROCKETS are for. Know the difference.
So, would anyone like to contribute or argue against this?
I think its a great Idea. There needs to be more VARIETY! not just missles, Everything.
such as... More heavily tracking missles (even more than firestalker) and slower less tracking missles that do 10k damage, And, I have not seen missles used in any other way, but jhousting.
Didn't understand exactly what you're proposing (I'm trying not to conclude you want even deadlier missiles). What's the difference you make between rockets and missiles? Because a rocket can be used as a missile (sometimes). Normally I'd use rockets for unguided and missiles for guided, so we're still firing missiles.
Anyway, your missiles shouldn't be useful in close combat (high speed but slow acceleration?). Have you ever seen this?
Shrieker Series - Either a replacement, or new series with high speed and fast turn rate. However because its fast, even its turn arc will not totally compensate, these are long/medium range missiles. Completely out of touch in jousting.
Anvil Series - These missiles have little to no turn rate, meaning they're our version of dumb rockets, perfect in jousting with medium speed and medium/high firepower.
I primarily want to see missiles used as what they are 'lore wise' meant to do, hunt and explode on the target, not shriek onto their cockpit from within 100m on a collision course.
You want something that will get the guy trying to run away on cruise hitting his countermeasure button like crazy, right? That would be nice as hell. Specially if it was made so that the missile had better manoeuvrability than a fighter while in cruise, but very close (slightly worse?) than a fighter on impulse (because of the huge difference in speed). So, if the guy didn't succeed in exploding the missile with countermeasures, his last resort would be revert to regular speed to try and out manoeuvre it.
EDIT:
' Wrote:Completely out of touch in jousting.
Careful with those suppositions. Fighter pilots do the craziest things. Look at the SNs. That thing wasn't intended to be used in dogfights, still a lot of people have become adept in doing just that. The same would apply easily to those medium/long range missiles.
' Wrote:I see what you're talking about and I agree.
You want something that will get the guy trying to run away on cruise hitting his countermeasure button like crazy, right? That would be nice as hell. Specially if it was made so that the missile had better manoeuvrability than a fighter while in cruise, but very close (slightly worse?) than a fighter on impulse (because of the huge difference in speed). So, if the guy didn't succeed in exploding the missile with countermeasures, his last resort would be revert to regular speed to try and out manoeuvre it.
Give the man a cookie he perfectly understands! :yahoo:
Actually, I find that firing missiles in a chase fight is much easier than in any other situation. If someone is either on your wingman's tail, or attempting to flee on thrusters, and dodging, it is much easier to hit them with missiles than guns (might have something to do with my aim, but...).
When flying towards or perpendicular to the target, one has to time the launch right, and keep an eye out for incoming CDs, whereas, when firing at a receding target, you can launch at leisure, and watch your missile catch up and explode.
Lore-wise, do we really know what weapons were supposed to be used like?
Torpedoes for example, were supposed to be anti capital weapons, however the game wasn't intended to have player-flyable capital ships. Our capitals have shields so torpedoes became useless against them. Instead, torpedoes are primarily used against other small craft in jousts.
' Wrote:Actually, I find that firing missiles in a chase fight is much easier than in any other situation. If someone is either on your wingman's tail, or attempting to flee on thrusters, and dodging, it is much easier to hit them with missiles than guns (might have something to do with my aim, but...).
When flying towards or perpendicular to the target, one has to time the launch right, and keep an eye out for incoming CDs, whereas, when firing at a receding target, you can launch at leisure, and watch your missile catch up and explode.
I think it has a lot to do with your ping and connection quality too. I usually play under a very high ping of ~300 (I'm in Brazil). Only when my connection is very stable I'm able to properly use missiles. Most of the time I don't even see them leaving my ship. It sucks, really.
It is a nice concept, and I think it would work. But you can almost garuntee that the missiles won't be used for their intended purpose, anything that is designed to be good enough to possibly hit a running target will almost deffinately hit a target that is charging straight at you. Missiles like this would probably have to be low yield, while the slower ones have a higher payload.