Forums » Suggestions

The general uselessness of missiles

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Feb 10, 2005 CrippledPidgeon link
What purpose are missiles in Vendetta supposed to serve? Are they intended to be largely defensive weapons, only used in situations to distract enemies, or are they offensive weapons to be fired outside of gun range? As they are, if you fire missiles outside of gun range, they can be quite easily outran, and are generally inaccurate as to rarely generate hits unless the target doesn't know what he's doing (like boosting straight into them). Most missile hits only occur when pilots treat the missiles like really crappy unguided rockets, and otherwise only produce a slightly annoying beeping noise.

Here's my proposal. Missiles travel upwards of 120m/s and have lifetimes of maybe 10-20 seconds. They can catch targets running away if fired soon enough, but the warheads do not arm until the missile has travelled a certain distance from the fighter. Not only that, but a "targeting" cone is projected from the nose of the ship, and there are various parameters based on the type of missile that the pilot must maintain for the missile to track properly. For instance, my "short range" missiles are slower and more maneuverable, and as thus, must be fired while the target is within that cone (not the auto-aim pipper, but the actual target) for the missiles to track. After that, the target can leave the cone, and the missiles will still follow. "Long range" missiles require that the target remain within the cone almost until impact or else the missiles will lose lock and fly off into space. Really, none of the missiles have the fuel or the maneuverability to make more than one or two passes on the target before they die.

This whole system that I've been thinking of is intended to extend missile engagement range, but not make them so uber so that they can be used to ram other fighter. Missiles are intended to be the opening shots of the battle, after which lighter fighters will probably close their range as quickly as possible so as to make further missile deployments impossible. Light fighters may not want to sacrifice a lot of weapon ports to missiles, but using them for the opening shots lets them take a bite into their target's armor. However, they cannot last at this range due to the more powerful missiles that larger ships can carry. Larger fighters, however, want to do as much damage as possible to the light fighters before they get into range.

Possible stats:

Gemini:
Capacity: 18 missiles (fires in pairs)
Delay: 1.5s
Damage: 950
Splash Radius: 25m
Detonation: Proximity (10m)
Targeting Type: 15 degree cone. Can be fired from all aspects, but accuracy greatly improves if fired from behind the target. Does not require enemy to be targeted, but rather will home on the largest viable target on firing (missile's target designated by a small pipper on top of the target box). Fire-and-forget.
Safety: 150m travel before arming
Maneuverability: high
Fuel: 5s
Velocity: 200m/s
Mass: 400kg

YellowJacket:
Capacity: 8 missiles
Delay: 1.5s
Damage: 1400
Splash Radius: 30m
Detonation: Proximity (10m)
Targeting Type: 12 degree cone. Requires target to remain inside the cone for a total of 5 seconds. Fire-and-forget.
Safety: 150m travel before arming
Maneuverability: medium
Fuel: 8s
Velocity: 180m/s
Mass: 400kg

Firefly:
Capacity: 6 missiles
Delay: 1.5s
Damage: 1000
Splash Radius: 25m
Detonation: Proximity (5m)
Targeting Type: 10 degree cone. Target must remain in cone until the missile gets within 150m, at which point it tracks on its own.
Safety: 500m travel before arming
Maneuverability: low
Fuel: 15s
Velocity: 400m/s
Mass: 400kg

Stingray:
Capacity: 4 missiles
Delay: 1.5s
Damage: 2800
Splash Radius: 40m
Detonation: Contact
Targeting Type: 7 degree cone. Target must remain in cone until the missile gets within 100m, at which point it tracks on its own.
Safety: 500m travel before arming
Maneuverability: low
Fuel: 15s
Velocity: 350m/s
Mass: 800kg

Locust Swarms:
Capacity: 40 missiles
Delay: 1.5s
Damage: 750
Splash Radius: 25m
Detonation: Proximity (25m)
Targeting Type: 20 degree cone. Target must remain in cone for 5 seconds before firing
Safety: 150m travel before arming
Maneuverability: Medium
Fuel: 15s
Velocity: 170m/s
Mass: 2500kg

Chaos Swarms:
Capacity: 40 missiles
Delay: 1.5s
Damage: 850
Splash Radius: 25m
Detonation: Proximity (25m)
Targeting Type: 18 degree cone. Target must remain in cone for 6 seconds before firing
Safety: 130m travel before arming
Maneuverability: Medium
Fuel: 15s
Velocity: 150m/s
Mass: 2500kg

The way I figure it, most missiles are generally short range (used when the target is under 1000m), so if a player tries to run away, they can usually succeed, but the short range missiles are really intended to hit on approaches, and occasionally as ranges increase before the players turn back on each other. Long range missiles have a long "safe" period (over 500m), and can either be used to support other fighters from far away, or to catch people trying to run away. While this can help pirates out, the really good powerful range missile requires a large port, so they can't catch their prey as easily with a slower ship. The other long range missile is a small port, but it can't do enough damage to kill a healthy Centaur. Yes, the two long range missiles have ranges over 3000m, but if one player is chasing another at boost, the range between the two fighters might not rise above 3000m, but the chase itself might last over that distance. Both long range missiles can catch a running Centurion, but the timing is rather tight, especially if you want to get followup shots in before it gets out of range.

I don't believe that a change like this would make every engagement a missile engagement, but rather cause people to have to find a MIX of weapons that they like. People could fly all energy, but they're at a disadvantage at long range. People could fly all missile, but they're at a disadvantage at short range. In group battles, the dynamics would completely change as players cooperate more fully in attacking and supporting roles.

[EDIT] The Gemini only requires a heat signature to home on when fired. If the target turns around after the missiles have been fired, the missile will continue to home, although only at 75% accuracy. The Gemini does not need to have a target designated on radar, but it searches for the largest heat signature in the targeting cone. The size of the heat signature is related to: distance to target, and whether the target is boosting or not. This target gets a pipper displayed on top of it so the pilot knows who the missile is looking at. [/EDIT]

Also this means that people would actually start using Fireflys, YellowJackets, and Stingrays and not get laughed off the battlefield for it.
Feb 10, 2005 greengeek link
I definitely like the idea of giving missile weapons a more defined role, especially the ones you've designated as "long-range". Those would make great intercept and chase-down weapons.

Also, it seems to me that the swarm type missiles could be altered to have different purposes. Seems like a launcher which fires multiple missiles would either launch multiple dumbfire rockets for clearing out a small area, or be able to target multiple fighters at once (essentially resulting in a Gemini that shoots 4 separately-targetted pairs missiles at once). "Drunk-fire" rockets could also be interesting (Launches several rockets which spread out and fly in semi-random patterns.)

While we are on the subject... Countermeasures of some type would probably be a good addition at the same time. Maybe something like a modified mine launcher that plops down a a stationary radar jammer. Have it mess with the missile's guidance system or prevent ships from acquiring missile lock within the affected area. Or perhaps make it possible to shoot down incoming missiles.

So many fun ideas, so little time...
Feb 10, 2005 UncleDave link
Yes.

Awesome.

No more random spam, you actually have to get some sort of a lock first. And finally an effective S port weapon for chasing.

This thread = teh awesome
Feb 10, 2005 CrippledPidgeon link
Another thing that I thought about after posting would be the creation of a new L port utility. A long range radar unit that takes up two L ports (so really it can only be used on the Centaur and the Ragnarok). It extends the range of the fighter's radar to 6000m and can transmit that information to all fighters within a 200m radius.

Now you have a new support type. An AWACS bird whose job is to provide vital targeting information to the long-range missile boats. The AWACS bird can carry its own long range missiles, but since the large radar takes up all of the L ports, it can only use the Firefly missile. However, if you have other fighters carrying long range missiles in your group, then you have the ability to attack enemy missile boats without ever entering radar range. However, the AWACS bird is very vulnerable to enemy fire (just like Repair Boats) so it needs to be protected.
Feb 10, 2005 Hoax link
I like the idea, but I think it would leave the ships that currently use missiles for defense a little defensless.

Currently the missiles are effective at distracting an attack from a light ship to a heavy trader, giving the heavy time for escape or secondary attack. I think you'd be a sitting duck in a heavy trying to keep that lock on.

Maybe keep a few gemeni style missiles and add some new types?
Feb 10, 2005 terjekv link
CrippledPidgeon, we need equipment ports for radars et al. indeed we do! that'd be awesome. =)
Feb 10, 2005 johnhawl218 link
I like both ideas. I really like the AWACS idea, anything that's going to add more diversity to the roles a ship can play is a great idea.
Feb 10, 2005 CrippledPidgeon link
Hoax: that's what YellowJackets are for. However, traders can't just mindlessly spam them. They have to point themselves at their target to fire. If they want to just toss weapons over their shoulders, well, that's what mines are for anyway.

Terjekv: I personally don't like the idea of equipment ports.. not for this, anyway. What we have right now works just fine. To participate in non-combat activities, or to play support roles, you have to sacrifice combat ability. AWACS birds have to lose their L ports to increase the combat effectiveness of other players. Repair boats have to lose their L ports to extend the combat life of other fighters, that kind of thing.

The only non-weapon port equipment that I'd care to see added would be a "countermeasure" port on all fighters so that they don't have to sacrifice weapons to protect themselves against missiles. They would have to choose their countermeasures based on whether they're going to need the countermeasures in PvP combat, or if they're going to generally need countermeasures to disengage from combat. But that's a completely different subject.
Feb 10, 2005 CrippledPidgeon link
Possible other missile related support weapons:

Repair Missiles (small)
Capacity: 5 missiles
Delay: 1.5s
Repair Effect: 2000 armor
Splash Radius: 10m
Detonation: Contact
Targeting Type: 15 degree cone. Fire-and-forget.
Maneuverability: medium
Fuel: 8s
Velocity: 180m/s
Mass: 800kg

Think about loading one of these babies onto a Centurion, darting into a heated battle, launching at a teammate, and getting the hell out before someone decides to shoot at you.
Feb 11, 2005 Fnugget link
Rails are the weapon of long range. Some of your long range missiles are okay, but I think there should be a trade off. More fuel = smaller warhead. Besides, they're to be used on light fighters, and they don't have much hull anyway. If you feel it's too much, maybe the capacity should be increased as well.
Missiles for fighters should have Low capacity/weight. Missiles for heavies should have high capacity/weight. Missiles against fighters should be long range, fast, maneuverable, but less damaging. Missiles against heavies should be short range, slow, not too maneuverable, damaging. Wait, those last ones are rockets. Anyway, this would make 4 branches of missiles.
In any case, I would like to see weapons better fitted for specific uses. If a heavy is set up to defend against light fighters, then a interceptor should have a difficult time by not being able to damage the heavy very quickly, while getting pummeled (but not too badly).
Feb 11, 2005 CrippledPidgeon link
Fnugget: Er... I don't know about you, but I can't hit a moving target with railguns worth squat at 1000m. Heck, I can't hit a moving target with railguns at 500m, or even 100m. And these missiles aren't designed to combat specific ship types, nor are they designed for use by specific ships types. It's all about the situation and the ranges at which they're used.

Now here's why I don't like the idea of different types of missiles for different ship types all for use against specific ship types. It's too difficult to know the exact situation that you're going to find yourself in. What if you're flying your Centaur loaded to fight large fighters, but you come across a flight of Centurions? You're pretty much screwed! There are lots of different combinations (okay, four) that you're totally unable to plan for, and trying to bring a combination of weapons to combat EVERY situation means that you will NEVER be totally effective all of the time.

Whereas, if missiles are designed for different ranges and combat tactics, then it's far easier to choose missiles that work for your fighting style EVERY SINGLE TIME. If you are a pirate, trying to chase down prey, you probably won't waste your time with slower, shorter ranged missiles, but perhaps you'll load a neut and a Firefly onto your Rev C centurion so that you can threaten the target with the neut, but if they try to run, the Firefly can catch them. Or if you like close-in PvP, you'll load up with Geminis, YellowJackets, or even Swarms to catch your target when ranges increase over 200m. Support ships (Rags, Centaurs, Proms) whose main job is to sit back and toss ordnance into the furball from a safer distance can load up a mix of the weapons, Stingrays for long range fire-support with a heavy punch, and then a load of YellowJackets to swat anyone who tries to close in to take them out.

When you loadout for your intended TACTICS and not aganst specific enemies, you'll be far more effective. You'll never be sure of which ship types you'll be flying against, but you can always be sure of how you intend to fight, no matter which ship you're fighting against.
Feb 11, 2005 terjekv link
rails aren't long range. at 400m/s you're lucky to hit anything more than 400m away in combat. also, the rails don't travel as far as I'd like, when shooting against a stationary bot (mining) with zoom saying direct hit, the shots seem to go away at around 600-700m. :-/
Feb 11, 2005 Phaserlight link
CrippledPidgeon, you've nailed it on the head. Great suggestion! I salute you.
Feb 11, 2005 CrippledPidgeon link
Let me stress that these missiles aren't intended to make missiles "uberweapons." Yes, they'd become BETTER weapons, but the price is that it's more difficult to use them.

With the exception of swarms, none of these missiles have the fuel to make more than one pass at the target, so while it's more difficult to dodge an oncoming missile, you only need to do it ONCE.

Just because they are better doesn't mean that they need countermeasures. In my eyes, that's like taking one step forward and one step back. Nothing changes. While each missile SHOULD be more effective, the presence of countermeasures REDUCES the effectiveness.

I feel that just these changes to missiles would have a very sweeping effect on the game.

The Ragnarok would be an extremely effective missile platform. Its maneuverability makes it difficult to dogfight in, but its 3S ports and 2L ports means that it can carry a lot of ordnance. It can sit at the edges of the battle, and launch missiles inward to assist friendlys. If an AWACS system is added, it can play that role and still have tremendous combat potential.

Missiles would also play a far more active role in battle. Right now they're really just annoying distractions that you're lucky if 1 shot in 20 actually hits. With these changes, the rate of missile hits would rise, but it would also mean that the "gun dance" that we all perform would now suddenly have missiles in the mix. Opening shots will begin to be exchanged not at 200-300m, but from upwards of 600m.

*Made slight changes to Gemini and YellowJacket missiles
Feb 12, 2005 Person link
Missiles aren't as you put it "uber weapons" at all.

They are easy to dodge or outrun as it is, and I frankly like it.

My concise opinion for the devs:
DON'T CHANGE MISSILES

[Edit]

I take that back, i would like to see some small improvements in the tracking ability of missiles. Right now, they aim at the target box, and all a player must do to get rid of a whole chaos swarm strike is sit by an asteroid, dodge towards the asteroid at max speed for about two seconds, and the missiles go out of control, and finally come back around to ram into the asteroid.

P.S. Thanks for showing me that Martin.mac.au!
Feb 13, 2005 CrippledPidgeon link
Uh... I said that I DON'T want missiles to be uberweapons. I want them to at least be more useful, and more consistantly accurate than they are now.

As I said, they're so ridiculously easy to dodge, they're really only a minor annoyance (well, until you get spammers throwing 40-60 swarms into space... that can get a little dangerous).
Feb 13, 2005 Forum Moderator link
I've found that gems have the best chance of hitting when fired from about 600m away from a target. Too far and the target gets away easily. Too close and the missiles have a hard time orienting to follow the target.
Feb 13, 2005 Spider link
Try them at a steep angle if you are too close, you need to help the radius some.
Feb 14, 2005 Lord Q link
i finde it ironic that i see so much complaining about how good missiles will take the skill out of the game and that having diferent loadouts for diferent scenarios is bad.

I'm not certain that the same people are complaining about both but as i see it If you rig for fighting heavy ships and run into a pack of light fighters, 1 you are an idiot if you start a fight, and 2 it would take a lot of skill to fight when you are inproporly equipped. Also it adds to the skill of outfiting your ship, you have to plan based on how you expect to be fighting.
Feb 16, 2005 CrippledPidgeon link
^bump.