Hello all,
I wanted to share a few thoughts I've been having on the current state of missile mechanics in the game. At the moment, they are an incredibly useful tool with an irritating and sometimes nigh-impossible to use mechanic.
My frustration starts first off with how missile locks are attained: you have to hold your reticle over the same ship for 10 or so seconds. At first, this seems pretty good, but what happens when another ship flies behind or in front of your prey? Whoops, sorry, no more lock for you. This becomes increasingly noticeable in intense battle situations where the field is littered with targets. So yay, I have a fast strike bomber that can't bomb anything because the game thinks I'm changing targets when it's just someone else moving! I would like to see missiles only lock on to the target you currently have selected. Still have to acquire locks by keeping them zeroed, but no more 'can't get a lock because the game can't tell who you want to shoot.'
Immediately, this would make missiles INSANELY overpowered. Point and click death (which is basically what the AI currently have so really there shouldn't be too much complaint but I digress). So, how do we balance the new precision? My answer is two-fold. 1.) Scaled lock-on times and 2.) missile turn times.
1.) To prevent someone from whacking fighters and other fast vessels out of the sky, make it so the ratio of the target's mass to the mass of the missile system scales the time it takes to lock on. Gonna hit a little fighter with a 10 million damage missile? Hehehehe have fun trying to lock on for 60 seconds. Going to use a small missile against a small fighter? Okay, lock in 5. The best part is that the values for min and max lock-on could be set by server admins, along with the scale factor.
2.) All missiles currently have the same turn radius. Doesn't matter if they're superfast anti-fighter missiles or world-shattering pulse bombs, they all have the same maneuverability. This should change. Heavier missiles should take longer to turn, reflecting their size and damage potential. This way, people aren't using ICBMs to swat scout fighters.
The end result of these three changes (lock only selected target, scale lock-on time and scale turn radius) will help balance combat between ships of different classes, will make for a more enjoyable combat experience, and will increase player combat efficiency.
Several other ideas that should be considered are free-look targeting, anti-missile systems and HUD warnings. Right now, captains can use free-look to target hostile vessels while not aiming at them. With the current mechanics, any ship carrying missiles is instantly superior to anything else on the field, because it no longer needs to maneuver to be effective. This is being patched out in the upcoming release, but I am sad to see it go, because removing it forces capital ships to fight like fighters, which feels ridiculous. Missile turn radius would prevent free-look locking from being as overpowered. Anti-missile systems could also mitigate the free-look locking problem, and keep missiles from being king on the battlefield. HUD warnings would be nice to have, that way players can know when they're targeted by a missile system, and when missiles are inbound. This could open the door for player-controlled countermeasures, as well as giving players greater situational awareness.
These are my thoughts on the matter, feel free to discuss, post your own, question and have fun.
(And just tacking this on the end, could we please reduce the size of the hud arrows, and enlarge the one you currently have targeted? It would make things a lot less confusing and easier to interpret/use)
I wanted to share a few thoughts I've been having on the current state of missile mechanics in the game. At the moment, they are an incredibly useful tool with an irritating and sometimes nigh-impossible to use mechanic.
My frustration starts first off with how missile locks are attained: you have to hold your reticle over the same ship for 10 or so seconds. At first, this seems pretty good, but what happens when another ship flies behind or in front of your prey? Whoops, sorry, no more lock for you. This becomes increasingly noticeable in intense battle situations where the field is littered with targets. So yay, I have a fast strike bomber that can't bomb anything because the game thinks I'm changing targets when it's just someone else moving! I would like to see missiles only lock on to the target you currently have selected. Still have to acquire locks by keeping them zeroed, but no more 'can't get a lock because the game can't tell who you want to shoot.'
Immediately, this would make missiles INSANELY overpowered. Point and click death (which is basically what the AI currently have so really there shouldn't be too much complaint but I digress). So, how do we balance the new precision? My answer is two-fold. 1.) Scaled lock-on times and 2.) missile turn times.
1.) To prevent someone from whacking fighters and other fast vessels out of the sky, make it so the ratio of the target's mass to the mass of the missile system scales the time it takes to lock on. Gonna hit a little fighter with a 10 million damage missile? Hehehehe have fun trying to lock on for 60 seconds. Going to use a small missile against a small fighter? Okay, lock in 5. The best part is that the values for min and max lock-on could be set by server admins, along with the scale factor.
2.) All missiles currently have the same turn radius. Doesn't matter if they're superfast anti-fighter missiles or world-shattering pulse bombs, they all have the same maneuverability. This should change. Heavier missiles should take longer to turn, reflecting their size and damage potential. This way, people aren't using ICBMs to swat scout fighters.
The end result of these three changes (lock only selected target, scale lock-on time and scale turn radius) will help balance combat between ships of different classes, will make for a more enjoyable combat experience, and will increase player combat efficiency.
Several other ideas that should be considered are free-look targeting, anti-missile systems and HUD warnings. Right now, captains can use free-look to target hostile vessels while not aiming at them. With the current mechanics, any ship carrying missiles is instantly superior to anything else on the field, because it no longer needs to maneuver to be effective. This is being patched out in the upcoming release, but I am sad to see it go, because removing it forces capital ships to fight like fighters, which feels ridiculous. Missile turn radius would prevent free-look locking from being as overpowered. Anti-missile systems could also mitigate the free-look locking problem, and keep missiles from being king on the battlefield. HUD warnings would be nice to have, that way players can know when they're targeted by a missile system, and when missiles are inbound. This could open the door for player-controlled countermeasures, as well as giving players greater situational awareness.
These are my thoughts on the matter, feel free to discuss, post your own, question and have fun.
(And just tacking this on the end, could we please reduce the size of the hud arrows, and enlarge the one you currently have targeted? It would make things a lot less confusing and easier to interpret/use)