Forums » Suggestions

Anti-Capital Missile

Sep 01, 2008 vIsitor link
As capital ships become more prevalent, a new class of weapons is required to fill the niche needed to combat them. The BGTWKOA-Cannons on the Teradon-Class Destroyers are a step in this direction, but they're obviously unique to that craft, and a more diverse selection of weapons is needed.

The devs originally intended for the Avalon-Class Torpedo to fill this role, long before Capships held a notable presence. However, the lack of valid targets during that era lead to creative use, and certain "problems" arose, prompting their eventual removal.

Now, I, like so many others, am trying to suggest an alternative; a weapon that can bridge the gap between conventional weapons, and the almost mythically-powerful Avalons. The following statistic overview is that of the ship-borne version, which would be nearly identical to the fixed capital-ship variant*:

Name: Mako-Class Anti-Capital Ship Tactical Warhead (Mako for short)
Damage: 8000
Max Velocity: 105 m/s
Energy: 40
Grid: 8
Delay: 2s
Mass: 6000kg
Detontaion: Impact
Splash: NONE
Tracking: Very Poor**
Ammo: 6
Lifetime: 25s
Level: 6 / - / 10 / - / -

Fluff: Essentially a scaled-up Stingray, the Mako is the polar opposite of the Yellowjacket, being designed for anti-capital, rather than anti-fighter, work. Although it can't quite match the power or area of effect of the more sophisticated Avalon, its conventional-explosive warhead gives it a considerable punch. The propulsion, contrary to being sacrificed, has, in fact, been enhanced in order to better allow the missile to burn through a Capship's point-defenses. This, understandably, left little room left for guidance system, although this is typically not a problem, since Capships make for very large targets.

Annotations:

*Natrually, the nature of this weapon requires a fairly agile firing platform. Thus, the infinite-ammo Capital-Ship version would probably be restricted to being used on the Trident.

**Target must remain directly ahead to maintain lock; course-correction capabilities minimal, and reduced even further as the missile accelerates to maximum velocity.

[EDIT] After being pressured to by a few different people, I've lowered the Grid usage to 8.

[EDIT2] Splash removed upon request from several people.
Sep 01, 2008 stackman122 link
I like it, it seems well balanced. It would take an AFK pilot to make this useful against anything but very large ships. And the 10 grid usage is nice in allowing for 2 to be equipped on bomber-type ships like the Rag and Taur. The introduction of this weapon may even merit a bomber-class Rag variant with higher thrust and only 2 large slots.

Keep up the good thinking!
Sep 01, 2008 Lord~spidey link
the DPS is lower than a megaposi >.>

then again you can stack :)
Sep 01, 2008 LeberMac link
upper case should LOVE this weapon.
Sep 02, 2008 Surbius link
Visitor: Awesome.

This is a great weapon for massive damage without the lag inducing swarms.

Maybe drop the grid usage to 8 so you can have one extra weapon to keep the fight up.
Sep 02, 2008 vardonx link
Slow it down, the way it is now it's 10m/s faster than any other missile or rocket, and reduce the grid usage to 8 and it might be usable in BS.

With all fairness though, right now you can clip the shields on any cap ship except the HAC with a single swarm/gem rag.

I'd like to see the BGTWKOA-Cannons guns on the Terradons nerfed just a bit. Either fire slower, less damage, or weaker shields.
Sep 02, 2008 vardonx link
It might be fun to make this available only to the side which wins the most Border Skirmishes in the previous week, same way the Neut 3 ties back to CtC.

OR

Since the UIT don't battle cappies, no reason to have it available in UIT or Grey at all -- make it be a Serco/Itani purchased weapon available only to those who are in the military.
Sep 02, 2008 vIsitor link
I made the point of making it really fast, because, without the benefit of exceptional tracking or a proximity detonator, it actually comes as a bit of an advantage. Sure, you could potentially use them like really powerful dumb-fire rockets, but unless the target is really big or sitting still (or else you have ungodly aim), then that tactic is not particularly advisable.

Although the weapon lacks the DPS punch of other weapons, perhaps, it nonetheless possesses the capability to inflict considerable damage from a safe distance.

As for the comments about reducing the grid usage: I will take them into consideration.
Sep 03, 2008 TehRunner link
I would like some sort of TOW tracking, where you need to keep your nose on the target for the missile to track. speed is very good, it's faster than regular rockets, yet slow enough that you can still "dive bomb" by boosting into the ship and firing very close by. Maybe damage should be raised a bit? 8000 doesn't appear like something that would make a dent, aren't shields alone stronger than that? Ideally, a single bomber armed to the teeth in those missiles should take down a smaller cap ship, and heavily damage a larger one
Sep 03, 2008 toshiro link
I see a problem with the splash pattern. If it explodes away from the impact point, will it do enough damage to be efficient against turrets? Or do you intend it to be efficient only as an AP weapon, so to speak?

EDIT: Question has been answered, I'm in favour of seeing this weapon making the cut.
Sep 03, 2008 vIsitor link
Armor Piercing? No; its just a Really Powerful Missileā„¢. =^p

However, the likelihood of the missile actually hitting the turrets themselves seems unlikely. The munition's job is to the CapShip proper at long-range, not necessarily to disable its weapons; that job would be better suited to more precisely-guided missiles, such as Stingrays or Swarms.

[EDIT]

As for Runner's comment about it being a bit weak, well...I deliberately wanted it to be a bit weaker than the Avalon Torpedo, which did 12k. It may lack the DPS punch of some energy weapons (notably the MegaPosi), but what it lacks in that, it makes up for with consolidated damage and the advantage of exceptional range. One bomber might not be able to destroy a CapShip on its own, but two or three probably could, and even just one would be a dangerous nuisance. This is counterbalanced, however, by the fact that the bombers themselves would be sitting ducks to interceptors.
Sep 03, 2008 Jim Kirk link
[A-Prov-ED}

Just for reasons, uh, far too obvious, and numerous...

I think we can all agree that the weapons in this game, in general, need more variety.
Mar 10, 2009 SuperMegaMynt link
If the splash is not intended to damage its target, perhaps it'd best be removed. Anti-fighter missiles have splash damage because it helps them hit their target; this clearly isn't the case for the Mako. A 120m cone is a gratuitous area. I can see this weapon being utilized for anti-fighter purposes, due to the massive splash; weapons that hit many targets at once for relatively low damage are naturally suited to dealing with lots of small targets, and not one very large target. Realistically speaking, as defined by the given circumstances regarding reality in the game lore, warheads that are more concentrated should have a better chance of piercing armor, anyways.
Mar 10, 2009 vIsitor link
Heh. Grave-digging much, Mynt? Not that I mind. =^p

I suppose you're right about the explosion radius. I just threw that out there to be unique. Its not really necessary for the purpose of the weapon, and Tosh already brought it into question (albeit, for different reasons). If anyone else says that it ought be removed, I'll change the proposed design spec to accommodate that request.
Mar 11, 2009 Pyroman_Ace link
I agree with Mynt on this. Just looking at the traditional armor-penetrating missile used today (The TOW Missile). The warhead itself actually is a two-stage, highly concentrated blast.
1: Plasma charge cuts through the hostile's outer armor plating
2: Secondary explosive charge enters the crew area and detonates, destroying electronics, people, etc.

Looking to a naval missile, the Exocet Anti-Ship Missile (French-made, approx 100km, Air/Surface launched), utilizes mostly the same technology.

Neither missile results in a large detonation though, because you "don't want to use a sledgehammer when you need a scalpel". You want to direct all your energy at a very fine point, giving you maximum penetration, not across a dispersed area of the hull.

Other than the splash, I like the missile. I should note though that I'm sure Guild has already begun planning for Capital-class Weapons roll-outs when Cappie's come online. For you player's familiar with the Serco Prom's description, it alludes to there being variants armed with Capital-class weapons
(so we know Guild has already concluded our current weapons are largely "fighter"-class or similar).
Mar 11, 2009 vIsitor link
Right. I'll get right on editing that...

EDIT: ...done