Forums » Suggestions

Turret shielding

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Mar 18, 2005 CrippledPidgeon link
I'd rather see missiles actively being shot down by point-defense turrets than having them lose their effectiveness due to some mystical all-encompassing jamming field.
Mar 19, 2005 Lord Q link
the problem with that is it can esily make missiles useless against the cap ship, whereas a jamming field like the one i described would make missiles harder to use against turrets but still effective against the ship as a whole. a point defence grid would take signifigant work to properly balance. variables would include: number and position of turrets, rof of turrets, hp of turrets, range of turrets, etc.

if you noticed, i said that seekers within the field would become balistic. the range of the field could be adjusted if nesisary, but the result is an incomming seeker becomes a dumbfire rocket when it enters the field. this means that it will still be easy to hit the cap. ship itself with seekers, but hitting a specific turret would require better aiming.

and also it isn't some sort of mysticle field it's a device that perjects massive amounts of interferance on the normal guidence frequencies for the missiles. it would of coarse also effect friendly seekers within the field.

I think ideally the cap ship would use all of my three sugestions on some level
Mar 19, 2005 CrippledPidgeon link
The anti-missile turret isn't supposed to be 100% accurate. I mean c'mon. But make them so that while they can engage maybe 10-20 missiles simultaneously (around the ship as a whole), more than that will saturate the defenses and missiles will start leaking through.

BTW. if you're counting, 3 swarm salvos is 24 missiles right there, so it wouldn't be totally impossible to overstretch a cap ship's defenses. Heck, a good strategy would be to have someone start spamming swarms at the cap ship, and while it's busy trying to engage those, someone else could precision strike specific targets.
Mar 20, 2005 Fnugget link
Missiles should be in-effective with small numbers.
Missiles should be somewhat useful at large numbers.
Blasters should be generally okay.
Rails should be super effective if shot at a rather small target "weak spot"
Blasters may also hit this "weak spot", but generally will not.
Rockets should be effective just the way they are, because it damages both ship and turret.

Agree? Disagree? Does your solution attain these effects desired?
Mar 20, 2005 Lord Q link
 Fnugget,
for the most part i agree. i think the best way to acomplish those goals would be the ECM field.

the point deffence grid wouldn't make much sence if it only worked against homing missiles so it wouldn't leave rockets unafected.

 CrippledPidgeon,
you are right that the point defence grid shouldn't be 100% efective, as you should have seen i sugested a limited number of turrets each able to engage a small number of missiles. my point was that finding exactly what configuration of turrrets would require signifigant trial and error. however if an inadaquit point deffence grid were combined with something like an ECM field than i think it would work better.
Mar 24, 2005 Phaserlight link
What is so mystical about an ECM field? We *already* have this sort of technology on modern fighter jets... there's nothing mystical about it, it's science I tell you, science! ;p

I think we are getting away from the point of this thread, however...

Although individually targetable turrets are pretty cool, I don't think the cap ship should be able to be stripped of all its turrets. At the very least the turrets should respawn every five minutes or so.

Perhaps there could even be an engineering section on the cap ship, where you could allocate more power to weapons, repairing the turrets, or to the engines.
Mar 24, 2005 Lord Q link
To build on Phaserlight's idea,
what if in addition to the current turrets the cap ship had a mounted gun on the bow that works like the main gun on a hive queen.
Mar 24, 2005 roguelazer link
Each of the turrets on the cap ship is the same as the main gun on the hive queen. If it has a foward-facing gun, it should be a Beam Cannon.
Mar 24, 2005 Lord Q link
my point was more that it would have the same firing ark as the hive queen's weapon. it would make sence for a mounted cannon like that to be more powerfull than it's turrets, but personaly i dislike the Gungam univers and opose the idea of a "beem cannon" on those grounds. unless of coars the refrence was not to the Gundum "beem cannon" in which case i whole heartedly support the beem cannon idea