Multiple Lock-Ons for Multi-Array Torpedoes

    Edymnion

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    So when you make a Missile/Beam combo lock-on torpedo, you have no choice but to have all of the missiles go after the same target. You only get one lock-on per shot.

    Could we make it where if you have multiple arrays connected to the same computer, you get the normal buildup time for the initial lock-on, and then a sped up series of secondary lock-ons for each additional array?

    Have it so that once you go full green lock on a target, it holds that lock while you then either leave it there to allow the additional torpedoes to also speed lock onto it, or swing the cursor around to lock onto secondary targets as well?

    Currently, heatseekers are the anti-pirate weapon of choice because its the only weapon type capable of hitting more than one target, but its terrible in any situation which you have friendlies nearby (including your own non-home base stations or ships).

    I for one wouldn't mind taking slightly longer to get full multi-shot lock-ons for a single target if it meant I could build an array that could lock onto half a dozen targets at the same time. The individual torpedoes are already doing fractional damage due to being in smaller arrays, so shouldn't exactly be overpowering (not when you can already get the same effect by simply having multiple computers on your bar or on turrets).

    Would just be really nice to have a weapon choice that was somewhere between "Only One Guy" and "Everything in the Sector".
     
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    Captain Tankman

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    or just make the heat-seakers into swarmers. Basicly the same missile type but only targeting enemy faction's ships.
     

    Edymnion

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    or just make the heat-seakers into swarmers. Basicly the same missile type but only targeting enemy faction's ships.
    I could go for that as well.

    One would think that in an age where we can bend space to our will and rend the very fabric of reality to make getting a coffee from the corner shop a little faster that we would be able to figure out how to make a homing torpedo that didn't turn around and blast our wingman in the face.
     
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    I could go for that as well.

    One would think that in an age where we can bend space to our will and rend the very fabric of reality to make getting a coffee from the corner shop a little faster that we would be able to figure out how to make a homing torpedo that didn't turn around and blast our wingman in the face.
    Agreed. Heat seeking tech is last generation even today, and generally indescriminate as to what targets they seek out. I find that unless you build a massive heat seeker array the damage isn't really spectacular. I'd prefer better targeting over massive damage anyway, seeing as a tend to slave effects to my heat seekers to apply debuffs to multiple targets in liue of damaging everything.
     
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    Lol, I've seen the heat seekers "turn around and blast our wingman in the face." While hilarious, I can agree that them doing so in a survival combat environment would be disastrous.

    On one hand, I can see making heat seekers not target friendlies as a big improvement, but on the other, it would need some other form of balancing to counter the fact that it's the only missile that could chase multiple enemies in one mouse click. Right now, it works since the friendly fire makes it a situational weapon that has use in solo operations but isn't well suited to team play. Each weapon combo having its own niche is better long-term for the game than one weapon being 100% go-to for killing all of the enemies.



    As for the missile/beam having multi-lock capability, what happens if one fires as soon as they get a green, like now? Do secondary targets have the sped up timer, or the normal one since they're distinct? How will the HUD inform the player how many of their missiles are ready to fire and kill a specified target?
     

    Edymnion

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    On one hand, I can see making heat seekers not target friendlies as a big improvement, but on the other, it would need some other form of balancing to counter the fact that it's the only missile that could chase multiple enemies in one mouse click. Right now, it works since the friendly fire makes it a situational weapon that has use in solo operations but isn't well suited to team play. Each weapon combo having its own niche is better long-term for the game than one weapon being 100% go-to for killing all of the enemies.
    I think thats already built in to some degree in that each missile already does less damage than a single homing torpedo of the same block count would, plus you can't control what it targets. I've had times where I wanted to attack a base with them and all but 1 veers off into deep space to chase one lousy pirate. I've had the opposite happen where I wanted to hit the nearby pirate wing and have all but one or two decide it liked the nearby station better. The strength in the swarmers is that they hit lots of stuff, but pretty much by definition they don't do a lot of damage to any single target.
    As for the missile/beam having multi-lock capability, what happens if one fires as soon as they get a green, like now? Do secondary targets have the sped up timer, or the normal one since they're distinct? How will the HUD inform the player how many of their missiles are ready to fire and kill a specified target?
    I'd say normal cooldown period as soon as the weapon is fired, regardless of if you used all the lockons or not. Long wind up to get that initial lock on, then faster secondary lockons that would end up taking more time to fire overall than it does now, trading for the ability to hit multiple targets. Each torp is already going to be weaker due to it being broken into multiple arrays instead of one big one, so if anything using it would lower torpedo DPS against single targets.
     
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    Perhaps I should have worded the first question better.

    What happens regarding the individual missiles' flight pathing if a person fires as soon as they get a green, without waiting on additional locks? Your OP suggests that a user of lockon must wait for additional locks even against a single target.