Forums » Suggestions

Bombing Missiles

May 30, 2008 iry link
Essentially this is a suggestion for powered up stingrays and yellow jackets for use in bombing runs. By using high damage low ammo launchers the amount of lag in a sector can potentially be reduced. A Ragnarok is capable of putting up to 134 missiles into flight at once, multiple players doing this can lag a sector severely. If higher yield missiles with low ammo counts were introduced the need to spam a sector with hundreds of missiles goes away.

Stingray mk ii

Capacity 7 Missiles
Delay: 1.5s
Damage 6000
Splash Radius: 40m
Detonation: 5m
Maneuverability: Low
Fuel 25s
Velocity: 85m/s

Yellow Jacket mk ii

Capacity 5 missiles
Delay: 1.5s
Damage: 3000
Splash Radius: 30m
Detonation: 5m
Maneuverability: Low
Fuel: 25s
Velocity: 85m/s

EDIT: Could be made purchaseable only within Itani / Serco space with a requirement for participation in Border skirmishes to those that have x kills or have inflicted x casualties.
May 30, 2008 Roda Slane link
With the current stingrays, it is not possible to get all the ammo in the air at once, because the first missiles will run out of fuel before the last few are launched. You have not reduced firing rate at all, and you have increased fuel.

You have more than doubled the damage over time, increased the range, added proximity fuses, made no mention of mass, and buried who knows what other performance enhancements in those specs.

If you want super missiles, just say that, and don't pretend to be doing it for lag or whatever.
May 30, 2008 SuperMegaMynt link
Proximity hurts bombing missiles, because it effectively subtracts from the explosion radius. Explosion radius is good for knocking out turrets. (Pending, they can be realistically destroyed.)
May 30, 2008 ingoguy15 link
If they aren't iry's insanity mk ii missiles, then...okay! I agree with the concept.
May 30, 2008 iry link
I didn't mention mass because I'm not sure how much they should weigh, also the "mk ii stingray" I suggested is less agile than the stingray that is currently in game. A proximity fuse was suggested so that the missiles would be easier to counter. With a proximity fuse it becomes possible to inflict heavy damage on enemy volleys simply by ramming them. Due to the fact the NPC AI doesn't prioritize missiles I felt some sort of weakness towards player intervention should be put in.

And it is in fact for lag reasons that I suggested this, when five or more pilots perform a simultaneous bombing run the sector becomes VERY laggy.

If you do the math you'll see that these "super" missiles have about the same damage output as a Ragnarok loaded with chaos and gemini missiles.

Spam Rag

2*(40*850) + 3*(18*950) = 119300

"Super" Missile Rag

2*(7*6000) + 3*(5*3000) = 129000
May 30, 2008 incarnate link
We have actual torpedoes, intended for real "bombing". The Avalon being the most famous. However, we want to try and get the capital ship turrets to prioritize them, and also add some firing safeties, before putting them into the game. Large, slow, but powerful torpedoes are the intended direction.

I'd also like to add some kind of notification system, for Border Skirmish and the like, where inbound torpedoes are more apparent to defenders (and move slow enough, and are shoot-able, to actually make defending an option). Perhaps a different HUD/radar indication, maybe different trails too, dunno. Anything I do with trails seems to end up being slow, so.. trying to avoid that.
May 31, 2008 Starpwn link
You could just make the missiles shine like the sun, that doesn't seem to lag very much but gets your attention.
Jun 01, 2008 SuperMegaMynt link
Eh, just gonna' throw this out there. It might be interesting to have a 'missile' with 0 turning.
Jun 01, 2008 anubislord1 link
Mynt what your suggesting would be a bomb if im not mistaken and because its in a vaccum even with an engine that is what it ends up being unguided and dumbfire.

Personally I think something like that would be good makes for more interesting combat scenarios especially if they introduce roids into combat sectors like B-12 *is it B-12 still?*
Jun 01, 2008 Starpwn link
It's B-13, but they might move it to a roid sector with the uber cannons from backstory

*puppy eyes*
Jun 02, 2008 incarnate link
Torpedoes will basically be missiles that track very little, with a fixed (and slow) top speed. So they will not be velocity-stackable. That much is pretty easy to do. It's the turret-targeting, safeties (enforcing a minimum firing distance before arming), HUD indicators and so on that require some development time.
Jun 02, 2008 missioncreek2 link
Very cool idea iry! Fixing the lag is critical for the enjoyment of pilots with slow machines.
Jun 03, 2008 anubislord1 link
Heh starpwn the serco would all defect if they introduced the Goliath Cannon :P. On a serious note if they did implement that and the weapons were stationary a dumbfire or weapon with minimal tracking such as incarnate was explaining would be very useful.
Jun 04, 2008 maq link
how does low speed make them not velocity stackable?
Jun 04, 2008 SuperMegaMynt link
When they're fired at a target.
Jun 04, 2008 look... no hands link
"With the current stingrays, it is not possible to get all the ammo in the air at once, because the first missiles will run out of fuel before the last few are launched. You have not reduced firing rate at all, and you have increased fuel."

theirs half as many missiles to be fired, so it should take half as long to fire them.

even flares are stackable, it aint easy but it's doable, shoot, pass them, halt and shoot when they catch up.
when i first read "velocity stackable" i thought of this