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More Missiles |
OFP Cadet
Joined: February 10, 2002 Posts: 919 From: USA
| Posted: 2003-07-24 23:32  
Okay what about a T.O.W. missile? Or Javlin type.
Where you control the missile in flight until you find a target. Of course all these missiles do have a range and time limit.
So gives these Sace TOW's same thing. I guess I would call them that. ST's Space TOW missile's.
So now you can fire on ships hiding behind planets other ships. BUT yes they can be shot down buy PD but give it at least some armor. For it to take 2 hits from average CL weapon.
Since this missile has armor and I would think it is bigger. So limited ammo like 3 and 1 per ship that can carry it. Also same relaod time as a PCM. Damage would be like between a IT's missile and a PCM missile. No higher or lower.
Controling the missile would be by placing the mouse courser in the window camera box that opens up after launching of missile. Once missile explodes window closes. You coudl also sefl detonate the missile to.
I would also like other players to come up with different types of weapons. All I have seen is enhanced weapons of what we already have. Just like my suggestion So new ideas for new and different types of weapons. Also NOTE these weapons are not like over powering, mass killing in one shot or shots. Giving the other players a chance to get away. We don't wanna make a weapon that is like this. I am pretty sure all players can agree on this...
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2003-07-24 23:40  
ECM missile. Does no damage, but in all other regards is identical to IT missile. Lowers sig of other missiles, so they're harder to target (like Psi Missiles).
Decoy missile. Does no damage, takes two beam hits to kill (quite a few more for Pulse Beams), all other stats identical to IT. Point-defense will auto-target this before other missiles.
Torpedo Missile. Detonates at 200 gu and launches a torpedo at its target. Does no damage if detonated prior to torp launch. Range = 2500 gu. All other stats identical to PCM.
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-25 00:22  
going to avoid missiles mentioned in the other thread if i can
Point Charge missile- missile that does much less damage than normal, but penetrates armor and shields through use of shaped charges to concentrate the entire blast on one point. No blast radius.
Shield Missile- This PCM-sized missile utilizes a compact and powerful new type of shield to generate a shield in its forward arc. Though it sacrifices a quarter of its payload and a fifth of its speed to do so, this missile is capable of absorbing all but the heaviest defensive fire forwards(~3 cl300 hits). However, in order to provide the heaviest possible forward defense, no side or rear shielding was added, making this missile useful against capital ships without escorts.
Discharge Missile- Using back-engineered shield generators, UGTO scientists managed to develop a device that, when brought in contact with a shield shell, destabilizes any shield instantly. The device and its' power generator is bulky, however, and to mount it on an Ion Tracker frame, the entire warhead had to be removed. No blast radius.
More later.
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(Lord_Providence) I feel like the only reason why my nation got recognized was that 7-11 could set up a franchise in my city
[ This Message was edited by: Horrible Hip-waders on 2003-07-25 00:25 ]
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Max Kepler Fleet Admiral Templar Knights
Joined: March 08, 2002 Posts: 589 From: ICS Victory
| Posted: 2003-07-25 01:52  
Here's a number of ideas:
(Possible modification of the decoy missile. Or, could be complete different.)
Chaff Missile
This missile is entirely like the IT in all respects except, 200-300 gu from the target, the missile breaks up into 3-5 chaff pods (about the size of AR missiles, but slower and not tracking) with sensor equipment enough to fool a point-defense computer into thinking it is an actual missile. Does no damage if the missile or chaff pods hit. If detonated prematurely, only 2-3 pods fly out.
Defense Missile
This missile carrys its own point defense laser, with 2 shots. Power about that of a CL500. The missile only targets other point defense targets, however. Useful at destroying enemy fighters, enemy missile salvos, or slowing a bombing run from a longer range.
Dummy Missile
Can only carry 3 per ship. Qute long recharge time. Flys around 20gu. This missile does no damage, but while in flight dummies as a Destroyer of the player who fired it. Flies in circles around the target until a minute is up, when the power cells of the missile fail. The dummy ship can only be "destroyed" with beams, although point defense does not automatically target them.
Jamming Missile
IT missile equivelent stats. Does no damage. This missile, after hitting its target, throws sensors for a spin for 10-20 seconds. Not cumulative, but getting hit again will reset the timer until the target's sensors work again. (Probably works by moving all of the diamonds around randomly very quickly, thus hard to select a target. Deselects target if a target already selected. If a ship is within 500gu and is visible from the hub and not outlining the screen, the diamond will not be thrown off.
Other possibility is the missile prevents ships from being detected beyond 500gu from the hit ship)
Assassin Missile
Can carry only 3 per ship. This missile has the stats of an IT with the damage of a Psi Missile. This missile uses jamming equipment to appear friendly toward the target ship (but NOT escorts), and thus hit it without point defenses reacting.
Jump Missile
Slow on conventional drives (PCM-ish, or even slightly slower), but can jump up to 3000gu in an instant (1000gu conventional drive range; 4000gu total). If the target is closer than 3000gu, the missile exits jump 300gu away from the target to reaquire and track the rest of the way in.
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Skallos 1st Rear Admiral
Joined: March 26, 2003 Posts: 6 From: Myrtle Beach, SC
| Posted: 2003-07-25 02:08  
Balistic Missle
Max range: 3500k
Class: Heavy Weapon
Sheild/Hull Rating: 3 Shoot kill
Cost: Very Expensive
Description: Missle actually e jumps to its target, within a 3500k radius. The missle has a very weak sheild that can withstand one shot of a PD and a thick hull capable of taking 2 hits off of PD before detonating the missle. The missle does a significant amount of damage but at a very slow reload rate, high research time and cost could side step the benifits.
Flash Missle
Max Range: 500k
Class: Missle
Sheild/Hull Rating: 1 Shoot Kill
Cost: Inexpensive
Description: Missle, when hiting its target or detonated with PD, explodes in a mini-nova flash of light. Does no real damage but can be quite distracting.
Dictor Missle
Max Range: 1000k
Class: Heavy Weapon
Sheild/Hull Rating: 1 Shoot Kill
Cost: Mid range
Description: Upon hitting a vessel the area where detonated suffers the effects of a dictor for the normal dictor range for a set short period of time.
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-25 02:29  
an "Interdictor Missile" is an interesting idea, but i think a more practical way to work it is that it sets the Jump Drive of the target at 50% charge instantly.
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Skallos 1st Rear Admiral
Joined: March 26, 2003 Posts: 6 From: Myrtle Beach, SC
| Posted: 2003-07-25 02:41  
or halve of what it would have been, ect
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OFP Cadet
Joined: February 10, 2002 Posts: 919 From: USA
| Posted: 2003-07-25 03:16  
Kinda like Hips idea but has difference...
- IM = Indictor Missile
- Effect = all jump engines will not function for 1 minute. Make like a green cloud area and disinergrates after a minute.
- Effective cloud range = 300gu radious, flying out of cloud will allow normal hyper-jumping.
- Targeting = Can target a ship or area and can self detonate.
- Recharge = Normal IT missile recharge.
- Ammo = 5
- Missile range = 2500gu
- Damage = Well could be like a cl300 hit no more or none.
- Badge = Becasue of this ship, you could make a indcitor badge for successful stopping of enemy ships or dictor kills. Or make it so getting this badge allows players to get the more advanced Indcitor IM ship. Now you have a reason for these ships and prestige gain
- Ship assignment = Only Indictor ship can carry...
Why you ask?
This can allow dictors to be at 2 places at one time. To protect and help the fleet escape. Also to be offsensive when 2 or more enemy ships are trying to flee. Would also require good desission to be made pilot when to fire and when not to. This ship would invailable for a fleet and a must, allowing team work...
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-25 03:28  
Ohh, allowing the interdictor ship only to carry them is an AWESOME idea.
you could even work it fiction wise.
P.S. It's Shreeftut's idea, much as it pains me to give up credit for anything
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(Lord_Providence) I feel like the only reason why my nation got recognized was that 7-11 could set up a franchise in my city
[ This Message was edited by: Horrible Hip-waders on 2003-07-25 03:31 ]
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Deleted Fleet Admiral
Joined: Posts: 0
| Posted: 2003-07-25 03:43  
ok this may not be a missile but i don't want to start a new thread.
we could have a pulse cannon for ICC ships.
damage: CL1k/second
duration: 10 seconds
reload: 45 seconds
time for charge: 10 secs
range: 600 gu
let it be a beam that u need to charge before firing. don't put an auto aim on it. the ship needs to stop before it can fire this beam. the beam will be aimed by the player by turning the ship. will hit missiles and fighters. and don't have it in a beam slot. maybe assign a button like 'V' to charge and fire.
[ This Message was edited by: Fatfool on 2003-07-25 03:44 ]
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