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>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?
I thought the whole idea was something other than direct fire, but that is tricky when detaching from the movement system.
>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.
Have to give this point to John; how you place the SM marker is 'getting it
into engagement range'. Not getting your SHIP into engagement range, which
is important as well, but only in staging to the former. Ok, not exactly
like homing torpedoes, but similar to other deployable submunitions.
Exactly the reason to leave ordnance as the way it is so its different from direct fire weapons.Your reasons of playability, fun, balance, variety ALWAYS trump.
The_Beast
There really are only 4 weapon types in the game. Weapons that use the beam mechanism. Weapons that use the torpedo mechanism (pulse torps and K guns for example) Weapons that use the missile place ordnance counter mechansim Fighters.
John
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