GZG List archives -- June 2006
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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