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Missile tracking idea..... * lock on * |
Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-09-25 09:09  
Okay i've been thinking about this for some time now.
It would be neat to have some sort of " lock on " feature for the missiles.
Missiles now track a target as soon as the reload is complete my suggestion is to have 2 fire modes now.
Mode 1 " Dumbfire "
this is pretty much as it says, once reload is done you can fire em right away, this however would make em act like a sabot, no tracking what so ever BUT it would save you quite some time.
good for making an initial wall if missile fire.
Mode 2 " lock on "
The lock on option requires some more time AFTER the reload is complete.
this might take some time but it will greatly improve the tracking on the missiles.
Now as for the 2 mode how do you tell em appart.
Right now and that is with current colors standard in your HUD
when its reloading you will see the weapon flash and when ready turn blue.
blue = reloaded and ready to fire.
For this missiles once a target has been selected it will flash RED, meaning it is attempting to lock on.
once the icon turns RED the missile has a lock and can be fired.
Now when its locking on you can still fire the rocket only it wont track... it will still dumbfire.
Also when locked when the target jumps out before hitting it the missile automaticly looks for a new target *closest enemy near it* you cant tell it what target it will go after next thats the risk but it will improve the long range capabilety's of the missiles as well as the use
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- Axi
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Xpli$it Marshal
Joined: March 06, 2004 Posts: 486 From: Canada
| Posted: 2004-09-25 09:34  
1 word...... point defense.... scrap those missiles for torps.
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2004-09-25 09:49  
It sounds like a really cool idea Ax, might even show up. Gotta say I wouldnt mind at least Beta testing this .
On another note....Xpli$it, thats two words .
~Switch
_________________ * [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."
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Kaine Darkheart -SO- Grand Admiral Deicide
Joined: March 30, 2002 Posts: 458 From: Oshkosh, Wisconsin
| Posted: 2004-09-25 09:56  
Quote:
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On 2004-09-25 09:34, Xpli$it wrote:
1 word...... point defense.... scrap those missiles for torps.
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Missle dread with all missles and Psi/Ar missle lock on.... good luck with the point defence
Excellent idea, another Axi origional
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Meko Grand Admiral
Joined: March 03, 2004 Posts: 1956 From: Vancouver
| Posted: 2004-09-25 11:31  
good idea ax... would love to dumb fire on a station...
i assume when they are dumbfired PD wont work?
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-09-25 12:01  
Interestingly enough, we have a value for missiles in the code which is "requires lock".
I'm not sure that it actually does anything rather than sit there, but it seems that F has thought along similar lines at least once in the past.
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The learned fool writes nonsense in better language that the unlearned - but it's still nonsense. - Benjamin Franklin
[ This Message was edited by: Gideon on 2004-09-25 12:01 ]
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-09-25 12:02  
Hrmmmm well not to sure about NOT letting PD shoot the missile.
as it might be dumb its still the full payload... they might be even tougher than torps from what i heard....
I think PD should be kept on to prevent unballance
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- Axi
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Coeus {NCX-Charger} Admiral, I can't read, Sundered Weimeriners
Joined: February 16, 2004 Posts: 3635 From: South Philly
| Posted: 2004-09-25 12:18  
Hmmm... sabots with the power of psi/ar/its... yummy
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Darkspace: Twilight
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