Pilot Archive

Thread: Just a few numbers to ponder over..

Slysix
Fri Aug 12, 2005 7:57 am
#1

A ship travelling at 1000 speed will travel 1000 "meters" in 10 seconds.
Two ships both going 1000 speed heading toward each other will close a 1000 meters in 5 seconds.
The targeting assist (green reticle) appears at 500 meters.
The effective range of a blaster,disruptor or ion cannon is 580 meters.
The lock on range of missiles is 665 meters.
1 chaff fired <= 1 missle spoofed(most of the time)

We really need:
-an increase missile range to at least 1500 meters and put a min range of 400 meters on them.
-a need to either increase counter measures ammo count OR code chaff to spoof all incoming missiles.
-to have missiles targetable, dodgeable and/or out runable(right now missles get a speed of ~1000 + launching ships speed).
-to have NPC ships be able to use counter measures.

Missiles are cool...
The pretty explosions they make are cool...
We just never see them used in combat...well maybe IRec II..cuz otherwise there is no "room" for them to lock on properly.

KaylBreinhar
Fri Aug 12, 2005 8:27 am
#2

A 1500m lockon and fire range would make missions involving the Vettes and gunboats far too easy, as well as turn PvP from a sort of WW2-style to a Vietnam-and-beyond missilefest.



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
JaekeW
Fri Aug 12, 2005 8:36 am
#3






KaylBreinhar wrote:
A 1500m lockon and fire range would make missions involving the Vettes and gunboats far too easy, as well as turn PvP from a sort of WW2-style to a Vietnam-and-beyond missilefest.





I don't agree completely about the PvP, sure a lot more initial contacts would go down to missiles. But closing to gun range would take so short a time I doubt that missiles would completly take over.



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Slysix
Fri Aug 12, 2005 8:44 am
#4

At 1500 range a ship closing at 1000 speed, even on a ship that's 0 speed would do it in 15 seconds. With a min range of 400 introduced the time would be reduced to 11 seconds or since gun range of ~500 meters on incoming fighter reduced to 10 seconds. This time is reduced further as the fighter firing the missile will definately not be going 0 speed.

Missiles will be fired but with an increased number of counter measures thus increaseing the use of counter measures, casualties will be reduced with the missle fest.
Min range on missiles will result in plenty of gun fights with out having to resort to IR II to finish off opponent.

NPC's being able to use counter measures would limit vette and gun boat fatalaties from missles.

S-1-l2-H-C
Fri Aug 12, 2005 9:13 am
#5


i really like the min range missiles idea.



____________________________
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BuzzBot
Fri Aug 12, 2005 10:16 am
#6

Don't give missiles a minimum range, give them a range at which they will also damage the user from being too close to the explosion.



An effect from getting hit by a missile blast could be having your ship's nose jolt in a random direction, aswell as damage.





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Slysix
Fri Aug 12, 2005 11:40 pm
#7



BuzzBot wrote:

Don't give missiles a minimum range, give them a range at which they will also damage the user from being too close to the explosion.

An effect from getting hit by a missile blast could be having your ship's nose jolt in a random direction, aswell as damage.




Collateral damage would be nice but I don't think they've even thought of that(ie blast radius). And it would mean all craft with in the blast radius would take damage.


1 v 1 fighter tactics would basically remain the same with the execption of the IR II close range missile lock will no longer be able to be used.

Group dynamics would change drastically and would make the heavier slow craft more viable in combat as they would be able to use missiles at long range while the faster craft engage close in.. So basically the slow craft will end up targeting opposing forces slow craft with missiles while the faster ones go at it in a light fight. Current tactics is everyone goes to guns right away as missiles have tantamount to the same range a guns.

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