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Valkyrie + 3x Sunflares = Bad

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May 06, 2003 Arolte link
Well... I suppose it'll stop the whole ram 'n' suicide technique altogether. If that be the case, then I'm all for removing rockets. Whatever. Either way works for me.
May 06, 2003 Cmdr. Freeman link
Actually, it might not, depending on the guidance systems.
Good enough guided missiles might be just as deadly at close range since you have no time to evade a lock.

Hmmm...that might be worth some tests using heatseekers since they're probably the best guided warheads so far (in terms of hit %).
May 06, 2003 Celebrim link
Freeman: From experience I can tell you that's true. The 'advanced photon' was used as a ram in X-Wing vs. Tie Fighter because it was fast enough to hit a target at close range but too unmanueverable to chase a fighter.

Guided missiles are realistic but lead to cheese. There is a very fine line between a guided enemy (missile or otherwise) that 'always' misses its target and one that 'always' hits. Anyone that has programmed even a simple ASCII style arcade game can tell you that. How many people here think that they could consistantly dodge 250 bots if the AI was programmed to ram you? How many people think they could consistantly dodge a homing missile that moved at fast turbo speeds? Some of you I know are going to say 'flares', 'chaff', or something like that, but that isn't all that interesting to me either. Hear 'beep, beep, beep', push button. Repeat until you are ought of countermeasures, die. I'd just as not see guided missiles take over Vendetta gameplay.
May 06, 2003 Arolte link
While chaff and flare works for realistic flight sims very well, it wouldn't be fun in a space combat sim environment. Imagine your enemy just standing there, shooting missile after missile, while you boost away at maximum speed, dropping chaff and flare while turning every once in a while. Booooring. Having an ECM system on spaceships would only give an unfair advantage to those who could afford it. And how would one determined the predictability of the ECM? You can't. It would merely be a device with a randomly generated effective value that fluctuates everytime it's used, making a hit or miss be based on complete luck.

I also think that guided missiles should not provide the player with an instant kill. Instead they should be used to maim or cripple the enemy's ship, causing him/her to leave the battle for repairs. In other words they would be used in conjunction with energy weapons for best results. Of course you can still get lucky, if your enemy is standing completely still, and get a kill by hitting him with 7-10 missiles, but ultimately spamming from a distance would only result in the loss of ammo. The current guidance system is fine.
May 06, 2003 Celebrim link
Arolte: My idea on the ECM system was that it would increase the average distance at which the weapon blew up. So ECM would actually make the weapon harder to dodge (in that the effective prox radius was larger) with the benifit that when you failed to dodge it you'd take less damage. It would also have the side benifit of blowing up point blank rockets in the shooters face, doing more damage to the firer than to you. It would eat a small ammount of energy continiously, and you could toggle it on or off according to your needs (badly aimed rockets, flip it off, well aimed rockets, flip it on).

I'm not entirely sure how to implement it, but I'm thinking it could be a couple of octrees that move around with the ship. I don't know if it is technically feasible or not.

I think that the guided missiles should have the following uses:

1) Deterence: Firing a guided missile should force an average attacker between the choice of going forward and risking getting hit, or turning around and safely running away.

2) Harrassment: You can fire a guided missile at a target to attempt to disrupt his aim, force him to turn in a certain direction, or encourage him not to turn around and fire back.

3) Low Manueverability Targets: You can fire a guided missile at a relatively stationairy target at a distance when that target is to dangerous to approach in a straight line for a lengthy period. In other words, they'd be ideal weapons for attacking capital ships - which is why I think ECM systems or other defences against homing weapons are a must on capital ships. What might not hit a dodgy fighter would be lethally unavoidable to a sluggish capital ship, and the more you up homing missile speed the bigger of a problem that is.