Gothmog makes a good point madpeople, especially since missiles have to accelerate.....
I suspect a simple code fix would be that if the first couple times the missile measures a change in distance to target, it would not explode and would continue to not explode until it had reached the end of its range unless the target got closer, or for those people who like suicide, if the target is less then 10m away it would explode.
New misle with Aoe efect
Mad, to implement your code would remove much of the tactics available with missiles. A look at ICE shows that the launch speed for most missiles is 25, with a few at 50. Say youre in a destroyer, stopped, and theres an enemy scout 1000m away from you and travelling away from you at 100..... guess what... the hunter killers launch speed is 50, and the acceleration is 40.... which means that even though you would EASILY be able to hit the scout with the missile, the first time the missile registers a change in distance to target, it blows up.
Last edited by Ramaglor on Wed Jan 17, 2007 9:18 pm, edited 1 time in total.
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
QUOTE We don't need to save our thingy.[/quote]
only if the enemy is in range of the aoe and getting further away. and it wont effect any of the current missiles since their AOE is 0Ramaglor wrote:QUOTE (Ramaglor @ Jan 17 2007, 09:14 PM) Mad, to implement your code would remove much of the tactics available with missiles. A look at ICE shows that the launch speed for most missiles is 25, with a few at 50. Say youre in a destroyer, stopped, and theres an enemy scout 1000m away from you and travelling away from you at 100..... guess what... the hunter killers launch speed is 50, and the acceleration is 40.... which means that even though you would EASILY be able to hit the scout with the missile, the first time the missile registers a change in distance to target, it blows up.
the only time this is the case is as they pass you, in which case no missile will hit them, hunter killer with 0 lock = df tracking.
i'm not really expecting any missiles with really big AOE, except ab nukes perhaps, but bases tend not to pass you.
shooting a missile with 0 lock at somethnig thats flying past you to behind you isn't a tactic, its just silly and a waste of missile
Last edited by madpeople on Wed Jan 17, 2007 10:25 pm, edited 1 time in total.
madpeople wrote:QUOTE (madpeople @ Jan 18 2007, 08:24 AM) only if the enemy is in range of the aoe and getting further away. and it wont effect any of the current missiles since their AOE is 0
the only time this is the case is as they pass you, in which case no missile will hit them, hunter killer with 0 lock = df tracking.
i'm not really expecting any missiles with really big AOE, except ab nukes perhaps, but bases tend not to pass you.
shooting a missile with 0 lock at somethnig thats flying past you to behind you isn't a tactic, its just silly and a waste of missile
Ahhhh sorry, i should have read your original post over again.
Does this mean that a self-destruct bomb could be implemented?
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
QUOTE We don't need to save our thingy.[/quote]
I'd preferably do not allow aoe missiles that way, but rockets. Make them straightforward (not aiming) with a distance of ~2km, then they are 'some kind of artillery' to shoot with. Since bbr's are pretty slow, that would get them into big trouble. Maybe bbr would not have any chance at all, so this might get this game out of balance... and reduce bombruns. Even if it does not even kill bbr, i would be afraid of the area effect for all the poor scouts.
The price for that rockets must be proportional to that power it carries out.
The price for that rockets must be proportional to that power it carries out.
Last edited by fermi on Thu Jan 18, 2007 1:43 pm, edited 1 time in total.

