GZG List archives -- June 2006

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Re: Re: [GZG] Revised Salvo Missiles Update



----- Original Message ----- From: <laserlight@xxxxxxxxxxx>
To: <gzg-l@xxxxxxxxxxxxxxxxxxxxxxx>
Sent: Wednesday, June 21, 2006 1:55 AM
Subject: Re: Re: [GZG] Revised Salvo Missiles Update



>From: john tailby
These rules just seem to make missiles a no brainer.
<snip>
These weapons look very complicated.

Is it just me, or do these two sentences really not got together?

The rules for the weapon system is very complicated compared to other FT weapons.

However the effect of this weapon system is so powerful as to make it an easy decision for fleet designers. Any weapon system that is a must have is too good to include.

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.

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

If you play with ships operating a bit more like fighter planes operating about the same speed as the missiles then you have to guess the course of the enemy ship. This is pretty much the same way as most missile systems work today. You predict where your target will be, aim the missile into the basket and then have the target run into the terminal guidance range of the missile. 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.

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.


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