There could be two flavors of this:
Absolute minimum range (no damage to targets inside that range).
Minimum range for AOE effects (essentially a minimum delay between when the projectile is fired and it explodes).
For the latter, direct hits would still do normal (+AOE) damage, but near misses would be complete misses.
Gunships vs (Enh/Adv)Fighters
I think the latter would be best, allowing weapons like skycaps to remain useful at close range. While allowing the creation of 'flak battery' weapons which would have a high spread and large AoE, making it almost impossible to score a direct hit, but creating a 'field of death' around the ship.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
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Malicious Wraith
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I think that GS's are actually one of the "Counters" to fighters, so to say. Its not like ints or sf's have a lot of problems with them as long as they go in groups. Sf's dont even needs groups if you have a good pilot.
IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.
I was thinking a max range of 1600m for the first level honestly. and a blasphemous explosion radius of about 800m or there abouts. Basically a sawwed-off shotgun effect. The max range on a level 3 version would be something like 1800m. Primary weapons on the GS could be nans / dis / gat just to nerf that AC cheeze too, but still give it an effective role.Barrager wrote:QUOTE (Barrager @ Jul 18 2007, 03:03 PM) A flak Cannon is essentially what the long tom is.. slow rate of fire large explosion radius, the only differences would be the accuracy and the amount of damage.
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holtonster
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I think a radius of 800m is a bit extreme. Maybe 100, so its like your shooting out short lived prox.deceit wrote:QUOTE (deceit @ Jul 18 2007, 07:59 PM) I was thinking a max range of 1600m for the first level honestly. and a blasphemous explosion radius of about 800m or there abouts. Basically a sawwed-off shotgun effect. The max range on a level 3 version would be something like 1800m. Primary weapons on the GS could be nans / dis / gat just to nerf that AC cheeze too, but still give it an effective role.

How about this?:
Make 2 set's of guns for the gun ship that only the gs can use . One gun should have 0 spread (something like a beam that fires 1-4 shot/sec and dose heavy damage to med-hvy armor and lite-v lite damage to v LT- lt armor ) like a anti bbr/ cap ship turret ; And 1 turret that has great Aoe effect and dose moderate damage to lt- med class (but lighter damage than sky cap) for taking out those pesky fast ships like scouts or fighter's.
Make 2 set's of guns for the gun ship that only the gs can use . One gun should have 0 spread (something like a beam that fires 1-4 shot/sec and dose heavy damage to med-hvy armor and lite-v lite damage to v LT- lt armor ) like a anti bbr/ cap ship turret ; And 1 turret that has great Aoe effect and dose moderate damage to lt- med class (but lighter damage than sky cap) for taking out those pesky fast ships like scouts or fighter's.
Last edited by wizard58 on Sat Jul 21, 2007 1:00 pm, edited 1 time in total.

The first violates two of the unwritten rules of weapon design:All weapons must have some non-trivial dispersion.wizard58 wrote:QUOTE (wizard58 @ Jul 21 2007, 08:00 AM) How about this?:
Make 2 set's of guns for the gun ship that only the gs can use . One gun should have 0 spread (something like a beam that fires 1-4 shot/sec and dose heavy damage to med-hvy armor and lite-v lite damage to v LT- lt armor ) like a anti bbr/ cap ship turret ; And 1 turret that has great Aoe effect and dose moderate damage to lt- med class (but lighter damage than sky cap) for taking out those pesky fast ships like scouts or fighter's.
All weapons must have a ROF >= 4 shots/second.The problem is that not all clients see all ships facing the exact same way (& the server may not think your ship is facing exactly the way you think it is). Nor will all clients/server see that a weapon is fired at exactly the same time.
Net result is that, if you have a slow/zero dispersion weapon, some people will see it hit & others will not. If it only did a trivial amount of damage, this wouldn't be a big problem, but slow weapons are typically made slow becase each shot does a lot of damage.
With a higher ROF/non-trivial dispersion, everyone sees the weapon shoot (though they may not see the same number of shots) and the dispersion tends to swamp the pointing errors between clients & server.
Last edited by Tkela on Mon Jul 23, 2007 3:55 am, edited 1 time in total.
This discussion reminded of one thing that I think could be a cool new property for projectiles: turn rate.
Basically, this would allow projectiles to use a much simplified version of the missile guidance to track their targets (much simplified becase, since the projectiles would have a constant speed, there is a closed form solution).
The would allow two new types of weapons:A short-range weapon weapon with a high ROF, high turn rate and very high dispersion (1 radian?).
A long-range weapon with a moderate dispersion and low turn rate.The first would make for an interesting visual (a wide cone of projectiles converge back on their target). The second would make for a sniper rifle (at long ranges, the low turn rate will guarantee lots of hits but at short ranges, the moderate dispersion will make for lots of misses).
Basically, this would allow projectiles to use a much simplified version of the missile guidance to track their targets (much simplified becase, since the projectiles would have a constant speed, there is a closed form solution).
The would allow two new types of weapons:A short-range weapon weapon with a high ROF, high turn rate and very high dispersion (1 radian?).
A long-range weapon with a moderate dispersion and low turn rate.The first would make for an interesting visual (a wide cone of projectiles converge back on their target). The second would make for a sniper rifle (at long ranges, the low turn rate will guarantee lots of hits but at short ranges, the moderate dispersion will make for lots of misses).
TF weapons and Gauss?Tkela wrote:QUOTE (Tkela @ Jul 22 2007, 08:02 PM) The first violates two of the unwritten rules of weapon design:All weapons much have some non-trivial dispersion.
All weapons must have a ROF >= 4 shots/second.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.