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Antimissles question
Posted: Fri Feb 26, 2016 8:41 pm
by Chasm
Considering antimissles are an offshoot of missle tech, should they not be able to be mounted in a missle bay ? Would give and offense or defense choice.
Re: Antimissles question
Posted: Fri Feb 26, 2016 10:06 pm
by sven
Chasm wrote:Considering antimissles are an offshoot of missle tech, should they not be able to be mounted in a missle bay ? Would give and offense or defense choice.
I buy this argument
I'll add that to my little list of "quick tactical rule changes".
Re: Antimissles question
Posted: Sat Feb 27, 2016 2:12 pm
by evil713
Missile bays should provide an ammo bonus as well over turret mounted.
Re: Antimissles question
Posted: Sat Feb 27, 2016 5:56 pm
by Arioch
evil713 wrote:Missile bays should provide an ammo bonus as well over turret mounted.
That's sensible.
Re: Antimissles question
Posted: Sat Feb 27, 2016 7:50 pm
by sven
Arioch wrote:evil713 wrote:Missile bays should provide an ammo bonus as well over turret mounted.
That's sensible.
It's worth noting that most of the 'missile' hardpoints in the current game are on the Gremak hulls (which all have in-built launch tubes intended for their Viper launchers, but which can also be used with generic missiles). That the Ashdar or Human CLM's should get bonus ammo certainly makes sense, but, I'm not convinced all the Gremak need that perk as well. Technically, calling their energy launchers "missile" hardpoints is a bit of a stretch already. I think it's a fine stretch as things are -- as it just gives them a bit more design flexibility -- and design flexibility is good. But I'm not sure we want to hand out a generous buff to the entire Gremak navy.
Maybe the better option is to give the true missile specialist hulls some kind of munitions perk?
Re: Antimissles question
Posted: Sat Feb 27, 2016 10:14 pm
by Arioch
sven wrote:Maybe the better option is to give the true missile specialist hulls some kind of munitions perk?
This is also sensible. Perhaps a built-in "extra munitions" (which could also be called "magazine").
Re: Antimissles question
Posted: Sat Feb 27, 2016 10:24 pm
by sven
Arioch wrote:sven wrote:Maybe the better option is to give the true missile specialist hulls some kind of munitions perk?
This is also sensible. Perhaps a built-in "extra munitions" (which could also be called "magazine").
Ok, sure. I'll add some built-in magazine space for the Human BB, Human CLM, and Ashdar CLM.
Re: Antimissles question
Posted: Sun Feb 28, 2016 1:47 am
by bjg
Terros also have a Missile Cruiser (not sure about the exact name). Not very useful though.
Re: Antimissles question
Posted: Sun Feb 28, 2016 1:49 am
by sven
bjg wrote:Terros also have a Missile Cruiser (not sure about the exact name). Not very useful though.
Yeah -- the Teros and Haduir share a Missile Cruiser hull -- that's the "Ashdar CLM". (Apologies for the use of
hull classification symbols )
Re: Antimissles question
Posted: Sun Feb 28, 2016 12:16 pm
by Chasm
Do antimissles benefit from the extra munitions system also ?
Re: Antimissles question
Posted: Sun Feb 28, 2016 3:46 pm
by sven
Chasm wrote:Do antimissles benefit from the extra munitions system also ?
Right now, antimissiles drain your ship's munitions reserve, so, they'll be able to keep firing longer if you're carrying extra munitions.
Re: Antimissles question
Posted: Sun Feb 28, 2016 4:45 pm
by evil713
Antimissile's are going to cost less than an actual missile to fire right?
Its hard enough having to do the math when you have torpedo's and missiles mounted to figure out how many waves you can actually fire. It also does not help that the munition requirement for torpedo's is not listed any ware.
Re: Antimissles question
Posted: Sun Feb 28, 2016 4:47 pm
by sven
evil713 wrote:Its hard enough having to do the math when you have torpedo's and missiles mounted to figure out how many waves you can actually fire. It also does not help that the munition requirement for torpedo's is not listed any ware.
Yes, I should change that. Torpedoes require 2 munitions per-shot, anti-missiles require .5 munitions per shot. That should really be stated somewhere prominently in the system descriptions. I'll patch that in in a minute here
Re: Antimissles question
Posted: Sun Feb 28, 2016 5:13 pm
by bjg
I think anti-missiles are really small. They don't travel far, and they don't explode hard. It would be reasonable to make it travel muli-turn (sort of small disposable interceptors), or make them use .1 munition or so (or one of those, depending on model).
Re: Antimissles question
Posted: Sun Feb 28, 2016 7:10 pm
by Arioch
Anti-missiles are short-range point defense weapons. They can be used offensively, but I don't think they would have the range to hit anything at a distance that would require a second turn of flight.