Destroyable missiles

    Joined
    Jul 26, 2013
    Messages
    144
    Reaction score
    48
    • Legacy Citizen 2
    • Purchased!
    Indeed, with the new weapon system going into place, defensive phalanx like systems should be possible. I would add that AI turrets should track missiles heading on a general vector towards your ship and shoot at them.
     
    Joined
    Oct 20, 2013
    Messages
    147
    Reaction score
    13
    That would be pretty neat (not to mention realistic). It would probably make for some pretty cool scenes, too. I think it may end up being difficult to code, however.
     

    Ithirahad

    Arana'Aethi
    Joined
    Nov 14, 2013
    Messages
    4,150
    Reaction score
    1,330
    • Purchased!
    • Top Forum Contributor
    • Legacy Citizen 8
    Not really, Izikiel... If Schema can make planet cores have health points, he can probably do the same with missiles. However, I'd want there to be an AI priority setting, if this is added - Missile or Ship. (This could be extended to include settings for ships, like Shields Down, Smallest, Largest, and other possibilities, but for now...)
     
    • Like
    Reactions: Blodge
    Joined
    Oct 20, 2013
    Messages
    147
    Reaction score
    13
    Hm, true. And I was speaking from my only meager knowledge of programming, not from a wealth of experience. However, I do think there is a at least minute difference between them; that missiles move quickly (in comparison, at least) and there can more of them in a single area than there can be planets. But, as you said, the designers may have already solved that issue. I sincerely hope so.
     

    Crimson-Artist

    Wiki Administrator
    Joined
    Sep 10, 2013
    Messages
    1,667
    Reaction score
    1,641
    • Video Genius
    • Competition Winner - Stations
    • Wiki Contributor Gold
    if i had known that it was already suggested then i wouldn't have made that thread. *sign* i guess you beat me to the punch
     
    Joined
    Nov 21, 2013
    Messages
    278
    Reaction score
    31
    We would need something to buff the missiles' effectiveness to make this balanced, ideas? IIRC, we already have an explosive effect/armor ignore for them, though I feel using this as the buff introduces problems when you want to use a different effect system such as Ion to beat shields, since it then pigeonholes them into that role* compared to other weapons.
    EDIT: *Explosive/armor-buster.
     
    Last edited:
    Joined
    Jul 7, 2013
    Messages
    472
    Reaction score
    156
    • Purchased!
    • Legacy Citizen 4
    We would need something to buff the missiles' effectiveness to make this balanced, ideas?
    Make Missiles faster, but keep the slow turning arc. Means large ships firing their anti-missile phalanxes have to have very good timing, and smaller ships without anti-missile systems can still shoot/dodge them if the Pilot is quick enough :)
     
    Joined
    Oct 12, 2013
    Messages
    198
    Reaction score
    32
    This and reduce the number of missiles. I'm currently working on a battleship and it's missile turret fires at least 20 (it's a small wall of light, this is a turret built in the smallest cube to encourage the little sphere idea)

    And to put my biggest problem with missiles in a simple way, imagine releasing a bunch of moths next to a open nuclear reactor (that glows). Half of the get away from it knowing what they're meant to do but the others circle around for a while and die. Replace moths with missiles, the open nuclear reactor with the ship the turret's docked to and die with explode. Granted, they don't do damage, but it's still annoying, and will become a problem when the number is reduced (like it should).
     

    Valiant70

    That crazy cyborg
    Joined
    Oct 27, 2013
    Messages
    2,189
    Reaction score
    1,168
    • Thinking Positive
    • Purchased!
    • Legacy Citizen 4
    The ability to shoot down missiles almost sounds overpowered. I mean, you can't shoot down cannon rounds. Wouldn't AI-controlled interceptors just discourage anyone from using missiles at all in favor of high-velocity explosive cannon rounds?
     
    Joined
    Jul 7, 2013
    Messages
    472
    Reaction score
    156
    • Purchased!
    • Legacy Citizen 4
    The ability to shoot down missiles almost sounds overpowered. I mean, you can't shoot down cannon rounds. Wouldn't AI-controlled interceptors just discourage anyone from using missiles at all in favor of high-velocity explosive cannon rounds?
    High velocity cannon rounds are not self-guided. OK, Turrets can aut0-target, but they're not "Fire and forget". If you make Missiles very small and high speed, then they're very difficult to hit with anything that doesn't have an instant hit or area-of-effect.
     

    Valiant70

    That crazy cyborg
    Joined
    Oct 27, 2013
    Messages
    2,189
    Reaction score
    1,168
    • Thinking Positive
    • Purchased!
    • Legacy Citizen 4
    Here's my idea: Since a missile needs a hitbox to be destructible, why not scale the hitbox based on the amount of damage said missile deals? A single-module missile would be essentially impossible to shoot down, while a 1000-module missile would have a hitbox of... I'm thinking about 1 meter. The graphical effect should really be worked on to reflect this, though.
     
    Joined
    Feb 22, 2014
    Messages
    68
    Reaction score
    9
    • Legacy Citizen
    • Legacy Citizen 2
    Missiles could be made destroyable using the new damage pulse weapon, this would give us at least some way to defend against them.
    I do like this idea, it would be cool to add flares too. i hope to make my small turrets shoot the missles and my big turrets to go after the enemy ship.
     
    Joined
    Jul 7, 2013
    Messages
    472
    Reaction score
    156
    • Purchased!
    • Legacy Citizen 4
    Here's my idea: Since a missile needs a hitbox to be destructible, why not scale the hitbox based on the amount of damage said missile deals? A single-module missile would be essentially impossible to shoot down, while a 1000-module missile would have a hitbox of... I'm thinking about 1 meter. The graphical effect should really be worked on to reflect this, though.
    I agree. It makes sense that a more destructive missile would be bigger, and therefore easier to shoot. Although I still think a well-timed damage-pulse discharge should be able to take-out even small missiles.
     
    Joined
    Jul 7, 2013
    Messages
    472
    Reaction score
    156
    • Purchased!
    • Legacy Citizen 4
    I do like this idea, it would be cool to add flares too. i hope to make my small turrets shoot the missles and my big turrets to go after the enemy ship.
    An extra option in the Bobby AI settings to target missiles should sort this out :)
     

    Valiant70

    That crazy cyborg
    Joined
    Oct 27, 2013
    Messages
    2,189
    Reaction score
    1,168
    • Thinking Positive
    • Purchased!
    • Legacy Citizen 4
    Maybe a pulse should be the only weapon that can destroy missiles.