Missiles do a bunch of things really well, in StarMade, right now. They look super cool, especially when launched perpendicular to the ship. They have a good variety of different and interesting behaviors (Although the swarm missiles should really be changed to use IFF). Lock On missiles and the ability to shoot them down are nice too.
But missiles are pretty overpowered right now, and not just against other types of weapons, but against ship defenses as well. While there are some bugs that are going to be fixed and some species of HP system on the way, I would be super excited to see the depth of Missile combat expanded, rather than simply having missiles nerfed and/or ship health/shields buffed. To that end I offer up the following Ideas for expanding missile gameplay:
A new type of Missile Behavior. When a Missile computer is hooked up to either a weapon effect system, or perhaps a jamming system, it will fire a swarm of “missiles”, in precisely the same way that swarm missiles do now. However these Missiles will do little to no damage, and once they reach a certain distance from the ship they will become stationary. How long the flares persist after stopping would be a function of the size of the weapon system firing them.
Once a missile triggers a flare it will have an x% chance to change targets to the flare. The method of determining when a flare triggers could be something “simple” like entering a certain range of a flare, or something more complex like comparing distance of the missile from the flare, and the distance to its original target.
Decoy Missiles:
Originally I had thought to suggest counter missiles here, but I think that working out how to get missiles to actually hit other missiles would be a bit impractical.
Decoy missiles would be built and behave in a very similar way to how I suggested that flares behave above. However, Decoy missiles would not stop at a certain distance from their ship and they would not have any extra missiles per emitter.
Instead they would be a single missile that, once fired, would target other incoming missiles. Rather than attempting to make direct contact with their target, they would just do their best to get within a certain range of it. Once they are in range, just like the flares, they would trigger and force the incoming missile to change targets (with a much better chance of success when compared to flares).
Whether or not a single decoy missile could affect multiple incoming missiles as well as their speed and maneuverability are things that would need to be balanced carefully though.
ECM Pulse:
A new weapon system that works off of the Damage pulse system the same way that Decoy Missiles and Flares work off of the Missile system. With a new configuration of computer linking, a new weapon behavior is enabled.
An ECM Pulse would, instead of doing damage; Destroy, Blind, or Reduce the damage of any missiles that it hits.
A new ship system that comes in the form of a Jamming system that uses weapon effect links (maybe EMP). This new Decoy system will turn the ship that uses it into a missile magnet. The range of this effect would be determined by the size and effect efficiency of the Decoy system. They could be used by small disposable drones and perhaps even by bigger durable ships acting as a shield for their more vulnerable cohorts.
*ECM Array: *(Electronic Counter Measure)
A fairly simple system, once again based on the existing Jamming system. While it is enabled Missiles targeting that ship will have an x% Chance every n Meters to lose their lock. It should take a considerable amount of power to get the chance much higher than 5-10%, especially on larger ships.
Running Silent:
Whether this is something that should require an actual system to be built into ships, or just a hot-key that can be used by any ship, regardless of how it is fitted i'm not sure. But the idea is to disable a ships power generators and thrusters (perhaps some or all other systems as well). When this happens the accuracy of locked on missiles would drop significantly, and locking on with new missiles would take much longer (based on the size of the Silent ship).
This would create a number of interesting gameplay dynamics. Since missiles would be aiming for a ships core, running Silent with a large ship probably wouldn't help much, since “missing” something a few dozen or hundred blocks wide by a bit isn't a big deal. On smaller ships like fighter’s it would be a very effective option for avoiding missiles.
In larger fights it could still be used effectively by larger ships in conjunction with other ships using Decoy/ECM systems, to give them a synergistic buff (make yourself even less of a target, while your allies try to stand out).
It would also be interesting if running Silent had a chance to hide (or maybe significantly lower the transparency) of your ship’s HUD indicator for other players.
Since none of the Active Countermeasures should be used automatically, gameplay choices are not only expanded for the defenders but the attackers get some new options as well. For instance; if I know I am shooting at someone using an ECM Pulse, I could fire a big barrage of crappy Swarm missiles at him in the hopes of getting him to waste his pulse on my “Decoy missiles”, and then quickly follow up with some nukes before his cooldown is up.
Missile combat has a lot of potential to become a very interesting and strategic gameplay mechanic that can entertain players from ship building (designing the perfect missile defense) to ship fighting (taking apart said defense with careful feints and maneuvering) And I think it would be a lot of fun to have something like this in StarMade.
(Bonus points for using no new Block IDs with this suggestion?)
But missiles are pretty overpowered right now, and not just against other types of weapons, but against ship defenses as well. While there are some bugs that are going to be fixed and some species of HP system on the way, I would be super excited to see the depth of Missile combat expanded, rather than simply having missiles nerfed and/or ship health/shields buffed. To that end I offer up the following Ideas for expanding missile gameplay:
Active Countermeasures
Flares: A new type of Missile Behavior. When a Missile computer is hooked up to either a weapon effect system, or perhaps a jamming system, it will fire a swarm of “missiles”, in precisely the same way that swarm missiles do now. However these Missiles will do little to no damage, and once they reach a certain distance from the ship they will become stationary. How long the flares persist after stopping would be a function of the size of the weapon system firing them.
Once a missile triggers a flare it will have an x% chance to change targets to the flare. The method of determining when a flare triggers could be something “simple” like entering a certain range of a flare, or something more complex like comparing distance of the missile from the flare, and the distance to its original target.
Decoy Missiles:
Originally I had thought to suggest counter missiles here, but I think that working out how to get missiles to actually hit other missiles would be a bit impractical.
Decoy missiles would be built and behave in a very similar way to how I suggested that flares behave above. However, Decoy missiles would not stop at a certain distance from their ship and they would not have any extra missiles per emitter.
Instead they would be a single missile that, once fired, would target other incoming missiles. Rather than attempting to make direct contact with their target, they would just do their best to get within a certain range of it. Once they are in range, just like the flares, they would trigger and force the incoming missile to change targets (with a much better chance of success when compared to flares).
Whether or not a single decoy missile could affect multiple incoming missiles as well as their speed and maneuverability are things that would need to be balanced carefully though.
ECM Pulse:
A new weapon system that works off of the Damage pulse system the same way that Decoy Missiles and Flares work off of the Missile system. With a new configuration of computer linking, a new weapon behavior is enabled.
An ECM Pulse would, instead of doing damage; Destroy, Blind, or Reduce the damage of any missiles that it hits.
Passive Countermeasures
Ship Decoy Systems:A new ship system that comes in the form of a Jamming system that uses weapon effect links (maybe EMP). This new Decoy system will turn the ship that uses it into a missile magnet. The range of this effect would be determined by the size and effect efficiency of the Decoy system. They could be used by small disposable drones and perhaps even by bigger durable ships acting as a shield for their more vulnerable cohorts.
*ECM Array: *(Electronic Counter Measure)
A fairly simple system, once again based on the existing Jamming system. While it is enabled Missiles targeting that ship will have an x% Chance every n Meters to lose their lock. It should take a considerable amount of power to get the chance much higher than 5-10%, especially on larger ships.
Running Silent:
Whether this is something that should require an actual system to be built into ships, or just a hot-key that can be used by any ship, regardless of how it is fitted i'm not sure. But the idea is to disable a ships power generators and thrusters (perhaps some or all other systems as well). When this happens the accuracy of locked on missiles would drop significantly, and locking on with new missiles would take much longer (based on the size of the Silent ship).
This would create a number of interesting gameplay dynamics. Since missiles would be aiming for a ships core, running Silent with a large ship probably wouldn't help much, since “missing” something a few dozen or hundred blocks wide by a bit isn't a big deal. On smaller ships like fighter’s it would be a very effective option for avoiding missiles.
In larger fights it could still be used effectively by larger ships in conjunction with other ships using Decoy/ECM systems, to give them a synergistic buff (make yourself even less of a target, while your allies try to stand out).
It would also be interesting if running Silent had a chance to hide (or maybe significantly lower the transparency) of your ship’s HUD indicator for other players.
Since none of the Active Countermeasures should be used automatically, gameplay choices are not only expanded for the defenders but the attackers get some new options as well. For instance; if I know I am shooting at someone using an ECM Pulse, I could fire a big barrage of crappy Swarm missiles at him in the hopes of getting him to waste his pulse on my “Decoy missiles”, and then quickly follow up with some nukes before his cooldown is up.
Missile combat has a lot of potential to become a very interesting and strategic gameplay mechanic that can entertain players from ship building (designing the perfect missile defense) to ship fighting (taking apart said defense with careful feints and maneuvering) And I think it would be a lot of fun to have something like this in StarMade.
(Bonus points for using no new Block IDs with this suggestion?)