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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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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
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May 1st, 2001, 06:31 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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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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May 1st, 2001, 11:25 PM
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Sergeant
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Location: Miami, FL U.S.A.
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Re: Missiles: Do they ever miss???
Actually you can make "Anti-Missile ECM's"...
Make a new PD weapon that only works at range 1, has no "firing animation" and an "electronic scrambling" sound, make it smaller than normal PD BUT make it only good vs. Seekers and lower it's weapon modifier, but give it enough damage to kill any seeker. This will give you a missile jammer that can affect one missile per turn, lower accuraccy means that the ECM will miss (how often depends on bonus).
Problems: Only works vs. 1 missile per "Jammer", and targeting sensors improve your "jamming" chance.
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May 1st, 2001, 11:32 PM
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Major
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Re: Missiles: Do they ever miss???
Star Fleet Battles had a means for jamming missile tracking systems; the "mod" below could be a way to emulate the effects, but may affect game balance. SFB also had a setup closer to SE3 in that a missile (well, drone was the SFB term, but I'll use missile to avoid confusion) had to be launched within a certain range, but the missile could continue following the ship for a much longer range (as long as the missile stayed within X distance of the ship).
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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
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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 2nd, 2001, 01:57 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
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Re: Missiles: Do they ever miss???
I don't think that the ECM as it is now in the game should affect seekers. As I imagine it now, ECM is basically a component that jams a ships scanners (like having a ground base jam the frequency used by enemy radar, making it fairly useless, and forcing fire by eye). The the analogy of a machine gun seems to be a favorite for having ECM affect seekers instead of direct-fire; my rebuttal is that this would be a machine gun firing at a moving target miles away, assisted by a tracking system.
Another thing is that missile jammers (at least currently) don't work that well, and have to work on one missile at a time. That said, the suggestion of Trachmyr is a realistic way to have "Anti-Missile ECM". Since all of you seem so hooked on realism (tell me, how realistic is it for people from a tiny world to move to a huge world, and NOT be crushed? or how one can make a RingWorld with only 20000kT of material? It's not realistic, could possibly be explained in terms of future technology if you streched it... the game isn't supposed to be real), how realistic is it for this missile jammer to effect 100 missiles the same as 1?
For all your complaints, there is a mod to be made to get around it. So quit complaining about how game coding should be changed, and mod the game to how you want it, or have someone else do it. Aaron's busy enough, and I don't think he's about to quit his day job (he does have a day job, if you all have forgotten).
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May 2nd, 2001, 02:29 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???
Well Will, That is an advanced tech for a Ring world, if you read the discription of the rind and Sphere worlds it says that they are the base structure for the worlds and the generator drags materials from in the system to make the world.
With direct fire you lead the shoots on to the target <machine gun>. True about the distance and thats why they are efected by ECM.
Quote-
As I imagine it now, ECM is basically a component that jams a ships scanners (like having a ground base jam the frequency used by enemy radar, making it fairly useless, and forcing fire by eye).
End Quote-
How do you think that the seeker is finding it's target?? Most likely either infra-red or by radar. Thus "jamming" by an ECM pod would effect it as well. If you know the missile type you can do a wide area burst to throw off all incominf missiles.
These chat area are for the discussion about the game and for players to view their opinions, if a lot of players like the idea then the author of the idea could send it off to MM for his consideration.
Your disapproval of the idea is noted, but it looks like more dislike the idea of 100% accuracy for missiles than find the idea OK.
I will be sending my opinion to MM asking him to change the coding if possible.
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