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Re: Re: Re: [GZG] Revised Salvo Missiles Update

From: <laserlight@v...>
Date: Wed, 21 Jun 2006 08:29:01 -0500 (CDT)
Subject: Re: Re: Re: [GZG] Revised Salvo Missiles Update

>From: john tailby
>The rules for the weapon system is very complicated [snip] >
>However the effect of this weapon system is so powerful 

Okay, that makes more sense.

>If you want to make the missiles more seeking then why not let them
burn some endurance after the ships move. Gives them a bigger engagement
envelope for people that can't guess.

Why bother? Is there a reason for them not to be direct fire?

>If you play with ships moving slowly say 6mu / turn in cinematic then
missiles do a pretty good job of seeking.

Well, yeah, if the target is that slow the missiles will hit 100% of the
time.

>If...[snip] you have to guess the course of the enemy ship.

But in cinematic, ship courses can vary wildly, particularly if you're
using reasonably high thrust ships and high speeds.

>Its also how homing torpedos work.  You have to get your torpedo 
>into an engagement range before the enemy realises it otherwise they
can react and evade.

Which is exactly how salvo missiles DON'T work at present. No matter how
close you are, you have to guess right; if you do, you hit, if not, you
miss, and the enemy has to chance to evade unless he guesses when you're
going to launch. With the revised version, if you get close, you can
hit; if you launch from farther away, he has a chance to evade.

>If your PSB has missiles achieving relativistic speeds or their own
hyper drives then they might act like the rules proposed. In which case
the defence would by FTL inhibitor fields. But neither of those
technologies are consistent with the published background. 

Neither of these are necessary.

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