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June 12th, 2002, 10:13 PM
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Corporal
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Re: Missiles as units (a.k.a microdrones)
Ok, that might be a minor thing. Could lower the damage by a factor of 3 to compensate I suppose.
Another problem would be the inability to 'choose' the type of warhead fired in a given volley of missiles.
It would, however, give missiles enough range to cover the entire tactical combat area, which makes for nice 'David-Weber' style long distance missile duels.
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June 12th, 2002, 10:16 PM
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Corporal
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Re: Missiles as units (a.k.a microdrones)
What concerns me about the ability to launch from the map is that you can launch a bunch of missiles, and not immediately give them targets (like with drones). Either way, wouldn't planets still be able to launch them from the map?
However, I guess they burn supply either way, so it could be alright.
I just like the idea because of the extra overhead involved in keeping a fleet supplied with ammo as well as fuel.
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June 12th, 2002, 10:22 PM
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National Security Advisor
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Re: Missiles as units (a.k.a microdrones)
Hey now, I like this idea! This has some very interesting possibilities.
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June 12th, 2002, 10:39 PM
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Corporal
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Re: Missiles as units (a.k.a microdrones)
Yeah, I'm going to play around with this. I haven't modded anything before so it may take a little while, probably this weekend.
The thing will be balancing cargo requirements. A single ship would burn through up to 30 x (#tubes) per combat!! At 5kT per missile that's 150kT/Tube. Hmm, maybe I'd better make them 1kT and put a bunch of 0 mass, one-per-missile components in the missile tech tree.
I will probably leave torpedoes alone for the moment.
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June 12th, 2002, 10:46 PM
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Re: Missiles as units (a.k.a microdrones)
So what sort of cost do you think should be involved here. Should a missle cost less/more/the same as a mine for example?
Thankfully with Se4 cargo units there is no relationship between cargo capacity and size of the caro component. You can hold 150KT worth of missles and only take up 10Kt of space on the ship if you want. So the limiting factor of the missle bodies would be how many components to you allow to fit on it.
Jeez, not just ECM, you could have missles with shields. And then different types of PDC that skip normal shields. A new tech race!
And this would probably allow missles already launched to find new targets if the initial one is destroyed. I haven't used Drones enough in combat to know that for sure. Time to do some testing...
One thing though. Most standard weapons can target drones and not seekers. You would I guess want to change these weapons so they cannot target drones?
Geoschmo
[ June 12, 2002, 21:47: Message edited by: geoschmo ]
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June 12th, 2002, 10:51 PM
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Re: Missiles as units (a.k.a microdrones)
I'd say that a given planet should really be able to churn out missiles. As far as the rate relative to mines, that's a little tough. If a single ship can fire hundreds per combat, then I guess they should be really cheap to build.
If that's the case, PDC would need to be smaller, or perhaps let standard weapons target missiles, otherwise missiles would really overwhelm PDC (just with sheer numbers)
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June 12th, 2002, 10:56 PM
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Re: Missiles as units (a.k.a microdrones)
The other thing with cargo space (especially with changing the size-capacity ratio) is the chance that changing it will screw up balance for carriers etc.
I am thinking about some special missile types. Until I get better names, I'll 'borrow' David Weber's names.
1) AFHAWK  i fighter missile. Should be easy to
do.
2) SBMHAWK:warp-capable missiles (might need to model them as ships, which, if I recall, means they can't be cargo. Catch-22)
3) AMBAM. Anti-mine missiles (in the books they were described as low strength missiles with a large bLast radius, just enough to set off mines)
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