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- Aug 5, 2013
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Hey guys,
I'm currently designing a capitol ship for a PvP server but missiles have me worried. With the high damage and insane speeds a missile-beam system is capable of producing, only a moderately sized ship is necessary to deal millions of damage to shields and punch a hole straight to the core of any vessel. This is problematic for me as capitol ships, while fun to use, are quite costly to field while remaining very susceptible to missile fire.
To address this, I began research and testing on various methods of missile defense to find which one works best. Here are my comments on each:
Sorry for the mini-rant on balance there. I'd just like to know if anyone has developed a reliable way of screening missiles and how to go about implementing such a system. I don't want to invest a ton of resources into a ship that's more for display than practical use, so I'm holding off on building the thing until I get this problem sorted out. Any help would be appreciated.
Thanks for reading,
K-Boom
I'm currently designing a capitol ship for a PvP server but missiles have me worried. With the high damage and insane speeds a missile-beam system is capable of producing, only a moderately sized ship is necessary to deal millions of damage to shields and punch a hole straight to the core of any vessel. This is problematic for me as capitol ships, while fun to use, are quite costly to field while remaining very susceptible to missile fire.
To address this, I began research and testing on various methods of missile defense to find which one works best. Here are my comments on each:
- Point Defense Turrets: Just a wall of cannon-cannons on a turret with a Bobby set to fire at missiles. Simple in theory, awful in practice. The turn rate of the thing is so abysmal that any missile faster than a continent can easily slip by if it doesn't happen to be coming from the exact direction the turret happened to be facing in the first place. On top of this, the turrets are widely inaccurate, so even when they do happen to fire in time they almost always miss despite the wide coverage of the cannon array. To make matters worse still, if a missile passes by and misses my ship, the turret will still track that receding missile and ignore any incoming missiles as long as that missile is in range.
- Point Defense "Modules": Something I tried to see how effective it would be. Essentially the same as a point defense turret, only the module is actually docked, preventing rotation. The theory was that if a set of these were mounted to face all six directions, any incoming missile will be in front of at least one of these modules, so the module would not need to rotate to fire. While this works, the problem is the arc of fire is too shallow to make any practical use of such a system.
- "Chaff" System: Read about this one on the forums. The idea is to have at least 6 cannon computers, each facing in a different direction, with missile computers slaved. Then the interior of the ship is liberally decorated with individual cannon barrels to create a shotgun effect with wide coverage when fired. The computers are then linked to a clock to make the firing automated. This faces a similar problem to my second attempt in that the missiles have to pretty much approach perpendicular to a given face of your ship to get shot down. Additionally, even when missiles are fired directly at a face of shotgun-cannons on auto-fire, there is still a good chance they will get through.
- Missile Defense Drones: Another idea of mine that unfortunately did not pan out. Basically a swarm of cheap cannon-cannon mounted ships is released during battle with the sole purpose of destroying missiles. The idea here was that this would eliminate the awful turn rate experienced by turrets as AI ships can turn as fast as the ship design allows. Unfortunately, missile targeting for Bobbys only seems to work with turrets, and the feature is completely non-functional when the type is set to Ship. So this is a no-go as well.
Sorry for the mini-rant on balance there. I'd just like to know if anyone has developed a reliable way of screening missiles and how to go about implementing such a system. I don't want to invest a ton of resources into a ship that's more for display than practical use, so I'm holding off on building the thing until I get this problem sorted out. Any help would be appreciated.
Thanks for reading,
K-Boom