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May 1st, 2001, 01:01 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Missiles: Do they ever miss???
Hey, the perfect accuracy is what makes seekers different from other weapons. If they could miss, you'd have just another WMG that can be shot down!
BTW, it was neat in SE3, how seekers would continue beyond their launching range. CSMs would follow you till combat ended  , while plasma missiles would slowly decay until thier damage reached zero, then go 'poof'.
[This message has been edited by suicide_junkie (edited 01 May 2001).]
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May 1st, 2001, 02:30 AM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
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Re: Missiles: Do they ever miss???
Yes you can armour missiles, you have to just make a new component.
I think that all weapons have a chance to miss or what is the point of ECM and combat sensor except for direct fire weapons.
I beleive that this makes missiles completely unrealistic.
It is a "bug" because it is not the way missiles and ECM work in real life.
Missiles have a longer range than direct fire weapons but can be shoot down by point defence. That is the give for the longer range that equals the range out.
Giving them "110%" accuracy is too much!
[This message has been edited by Aussie Gamer (edited 01 May 2001).]
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May 1st, 2001, 04:48 AM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: Missiles: Do they ever miss???
Bug: element of program that does not work as designed.
This ain't a bug (assuming they aren't supposed to miss).
SE4 isn't a real-life simulation. If it were, why does a missile launcher have unlimited ammo? For that matter, why is a bridge 10 kilotons? That's more than modern *ships*.
Besides, missile tech in SE4 could be substantially different from current missile tech.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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May 1st, 2001, 05:49 AM
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Sergeant
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Join Date: Aug 2000
Location: Greenville, SC
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Re: Missiles: Do they ever miss???
pheonix - It is not a bug, just a big *** oversight. Maybe you care to "balance" the game by keeping the rules as such, but it shouldn't be hardcoded.
Once more, it is preposterous that a race with superior electronic warfare capablities not be given an advantage in a missile duel. Simply put, it is much easier to jam a missile guidance package than an entire ship's sensor system. This should at least be able to be modded into the game.
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May 1st, 2001, 07:48 AM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
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Re: Missiles: Do they ever miss???
Isn't sci-fi based on real life but taken to the Nth degree.
It makes it more fun to play with things that are grounded in real life but are far advanced of our tech now.
I believe that ECM "Electronic Counter Measures!" would effect a missile more than a ship, as it does now in real life. If you fire a missile from a modern plane it is easier to deflect off target than a machine gun burst, missile v direct.
With advanced ECM you could stuff up an enemies targetting computer, eg B5 Humans V Mimbarie <most likely spelt wrong please excuse me>.
Missiles get the range bonus, so why give them the accuracy bonus as well.
Knowing this about needing Combat Sensors, I will be not bothering with it that much as I mainly use missiles in my ships early in the game.
A loss really to realism!!
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May 1st, 2001, 08:02 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Missiles: Do they ever miss???
Nerfman: Yup. Just a pet peeve :-)
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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May 2nd, 2001, 01:24 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Missiles: Do they ever miss???
I've alway wanted to see missile and seekers moddable. I think they are pretty much all alike in most respects. I thnk a few things should be changed.
They should be affected by ECM
They should have unlimited range
You should be able to change the damage that a missile can take before it is destroyed. As it is now I think you can only change the damage rating of the component.
They should have a limited amount of shots per combat round
If some or all of these could be added I think I would use missiles. As it is now they are useless after the first 50-100 turns because they are to easy to counter with PD.
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