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Old February 11th, 2005, 09:56 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
StrategiaInUltima said:
OK... but I don't just want to-hit modifiers, I want IMPOSSIBILITIES. A Heavy Anti-Capital Ship Disruptor Cannon might have -500 to hit against, say, an Attack Scout, but the game would STILL use a 1% to hit chance... which means that one day you'll hit an attack scout and spread its molecules out over the entire Galaxy. And if you forget to deselect the Cannon when firing at the Attack Scout, the shot'd be wasted... bad thing with perhaps a 10 turn reload rate... and an enemy Assault Dreadnought moving in... And I also want anti-support (i.e. small) ship weapons - like light lasers, swarm missiles and stuff. I want them to be able to target ONLY ships under the size of Battle Destroyer.

(Note: In the above text, I'm talking Capship Mod ship sizes)
I don't see why it would be 'impossible' for a weapon to fire at ship just because it's really small. Sure, it might not be smart if you'll probably miss and could kill the thing ten times over with a single hit, but that shouldn't stop one from trying. And one should be able to fire light weapons at big ships, they just won't hurt it very much. The only restriction would be I think only PDC weapons should be able to hit missiles and fighters. Real Life example: An anti-ship missile launched at an aircraft carry stands absolutely no chance of being shot down by the guns mounted on destroyers or frigates, because the weapon system simply can't react fast enough, which is why most (American) carriers mount the Phalanx missile defence system which is a set of very small, extremely fast firing guns designed specifically to take out missiles.

Speaking of missiles:
A few suggestions to make them useful: Significantly longer range. At the moment one can close from maximum missile range to energy weapon range in 1-2 turns. I'd like to see this extended to around 6 even if the fleets are heading right for each other.
More speed. Missiles should be fast enough that even the best PDC should only have enough time to get off a shot or two at the missile before it hits.
More armor/reduced PDC damage. At the moment, a 20kT PDC can take down a 50kT missile with one hit, ergo a ship equipped with sufficient PDC would be virtually indestructable to a missile-laden ship of similar size. A missile should take 2-3 hits to destroy. At 2 hits to destroy, if combined with the speed idea, means a ship would require 2 PDCs to ensure a missile gets knocked down. This would bring things to a bit more even 40kT of PDC to counter 50kT of missile.
Chance-to-miss. At the moment PDCs are pretty much guaranteed-hit weapons. Creating a small chance to miss would create a situation where a heavy missile barage would stand a good chance of at least a few getting through the heaviest PDC screen.
More missile types. High speed missiles with small payloads, slower missiles with huge damage potential, MIRVs (the concept, anyway, since 're-entry' doesn't apply in space), big heavily armored ECM missiles designed to do minimal damage but increase the chances of the others getting through, uber-missiles -high speed, massive payload- designed to knock out the biggest ship-of-the-wall, etc.
I think the incorporation of these ideas would make missiles not only useful, but almost necessary armament on any decent sized-ship.
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