Forums » Suggestions
Torpedo interception, New/different missile tracking implementation idea
It seems that the devs have been thinking about bringing back some kind of uber-torpedo, avalon or otherwise, for anti-capship use for some time. I don't know how they'll handle stopping these from being fired at stations, but I think this would be a cool countermeasure vs large warheads/munitions (Anything bigger than a screamer?)
Small port
Interceptor Missile launcher
-/-/-/-/-
100 damage (or however many health points the torps have)
150m/s
Swarm-quality tracking
20m det radius
15m Proximity Fuse
5 ammo
It'd be carried by strike forces and NPC's sent to disable incoming ordinance. A player could use them that way to defend their capships, or a pirate could use them to shoot down aerna seekers. Ammo limited to avoid being OP against players..
Here's another concept I think might work will with current single-fire missiles. The extra tracking/radar hardware is removed from the missile body in place of a bigger warhead/more proximity/what-have-you, but now the tracking is based on the launching ship's radar system. If the target leaves the front of the launching ship's radar 'tracking cone', the missile loses lock. Might make missiles more interesting for use in PVP.
Ie:
Modded Stingray Missile launcher
2/2/3/-/-
3000 damage (200 more than stingray)
95m/s
1.5 sec delay
800 kg (400kg more than Stingray)
40m splash
5m proximity fuse (5m more than Stingray
10 ammo (4 less than stingray, 6 less than comparable damage Screamer)
15 second lifetime (5 less than Stingray)
Tracking: medium when target is within tracking zone, none when target leaves the certain degrees from center of front radar.
Tracking cone: I have no idea what a good value to set this would be. 10deg, 15deg? Would probably need testing..
These stats make it more well-suited to offensives against heavy
ships, but mods of the small-port missiles might be interesting for fighter-ship play.
The idea would be to make seekers more useful and potentially more skilled to use in combat, depending on how small/large the 'lock-on' cone is. Someone with really good centering skills would rock with these; a newb who couldn't keep a bead on his/her target would fail.
Comments, feedback, etc?
Small port
Interceptor Missile launcher
-/-/-/-/-
100 damage (or however many health points the torps have)
150m/s
Swarm-quality tracking
20m det radius
15m Proximity Fuse
5 ammo
It'd be carried by strike forces and NPC's sent to disable incoming ordinance. A player could use them that way to defend their capships, or a pirate could use them to shoot down aerna seekers. Ammo limited to avoid being OP against players..
Here's another concept I think might work will with current single-fire missiles. The extra tracking/radar hardware is removed from the missile body in place of a bigger warhead/more proximity/what-have-you, but now the tracking is based on the launching ship's radar system. If the target leaves the front of the launching ship's radar 'tracking cone', the missile loses lock. Might make missiles more interesting for use in PVP.
Ie:
Modded Stingray Missile launcher
2/2/3/-/-
3000 damage (200 more than stingray)
95m/s
1.5 sec delay
800 kg (400kg more than Stingray)
40m splash
5m proximity fuse (5m more than Stingray
10 ammo (4 less than stingray, 6 less than comparable damage Screamer)
15 second lifetime (5 less than Stingray)
Tracking: medium when target is within tracking zone, none when target leaves the certain degrees from center of front radar.
Tracking cone: I have no idea what a good value to set this would be. 10deg, 15deg? Would probably need testing..
These stats make it more well-suited to offensives against heavy
ships, but mods of the small-port missiles might be interesting for fighter-ship play.
The idea would be to make seekers more useful and potentially more skilled to use in combat, depending on how small/large the 'lock-on' cone is. Someone with really good centering skills would rock with these; a newb who couldn't keep a bead on his/her target would fail.
Comments, feedback, etc?
For defense, I would prefer to see some shield weapons for that. They already exist and makes sense to have both a turret and. fighter/bomber weapons.
From another post:
* Shield weapon - Small // Large
Damage: 0 // 0 (But deters incoming ordnance)
Velocity: 110 // 130 m/seg
Range: 200 // 300m (short life)
Energy: 10 // 15
Delay: 0.2 // 0.3
Grid: 2 // 4
Mass: 200 // 400 km
Port: Small // Large
Level: 2/2/-/-/- // 2/-/2/-/-
Autoaim: none
----------//-----------
On other subject, maybe what you want is a Laser-designator guided missile, so you must keep "illuminating" the target if you want course correction. That would be cool for a torpedo.
And about shooting it at stations, now they are undestroyable. And the only thing I think should change is making it declares temp KoS on players that shoot it.
From another post:
* Shield weapon - Small // Large
Damage: 0 // 0 (But deters incoming ordnance)
Velocity: 110 // 130 m/seg
Range: 200 // 300m (short life)
Energy: 10 // 15
Delay: 0.2 // 0.3
Grid: 2 // 4
Mass: 200 // 400 km
Port: Small // Large
Level: 2/2/-/-/- // 2/-/2/-/-
Autoaim: none
----------//-----------
On other subject, maybe what you want is a Laser-designator guided missile, so you must keep "illuminating" the target if you want course correction. That would be cool for a torpedo.
And about shooting it at stations, now they are undestroyable. And the only thing I think should change is making it declares temp KoS on players that shoot it.
Alloh, quit thread jacking. Also, station nuking is using the avalon's huge blast radius the take out players launching from the station easily.
+1 to OP.
Alloh, +1 to shield weapons, too. Just make it on another thread, please. ; )
Alloh, +1 to shield weapons, too. Just make it on another thread, please. ; )