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May 1st, 2001, 04:48 AM
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National Security Advisor
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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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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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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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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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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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May 1st, 2001, 06:31 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Missiles: Do they ever miss???
quote: '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.
-ECM -> NO GO
-Unlimited range -> somebody said you can do this by giving them a "21st" damage number. The missiles then go forever.
-"Seeker Damage Resist" It's right there in the file!!! People have been making toughened missiles for ages. You just can't do it with a mount!
-Limited shots --> Just make them smaller, and reload of 30. Then you can put 5 of your 10kT missiles on and fire them whenever you want. You get 5 shots in 50kT.
Everything except the ECM thing has already been done!
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May 1st, 2001, 10:22 PM
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Second Lieutenant
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Re: Missiles: Do they ever miss???
ECM was designed specifically to counter electronic/electrical devices. It should definately effect seekers. Maybe seekers could be given an ECCM ability that changed as the level increased. I don't like sure things.
I don't know if adding the extra number to range works, I have read that it does and doesn't work in the forum.
Extending the reload time is not the same as limiting the shots. Extending the reload time is just how many evenly spaced times a combat it can fire. I was thinking of fast reloading, limited shot missile system. 5 shots with a reload time of 1 for example.
Forgot that both the seeker and component damage can be changed.
[This message has been edited by Marty Ward (edited 01 May 2001).]
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