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Old 06-03-2010, 05:01 PM
Posts: n/a

Yeah, I've seen those. Jam value is assigned to ECM and AMS modules, while rockets all have a seeker reference which has a antijam value. Since you've shown that the jam equation works like that, we can insert intermediate jam values as well, e.g. 17, 25.


All this mention of jam is making me hungry

I think I'll keep my cluster missiles antijam values average. My goal is to have them saturate the battlefield, not for quick kills -- you have gunnery and piloting specialists for that. This is more of a nod to the underappreciated missile specialists and gives the systems specialists something else to do when they're not repairing teammates.

I still want to replace some existing missiles instead of just adding new ones. I'm fine with guns having 4 different levels of power because even the weakest guns are at least usable. You buy them once, then you use them forever -- until you replace them with better guns. Missiles, on the other hand, need constant replacing. Weak ones will just be a waste of money so I'm pretty sure most players realise this and simply save up to buy the better ones.

We have:

#M_Name_DF = S-4 Dart (4x unguided, 50 dmg)
#M_Name_MM = S-16 Mini (16x unguided, 50 dmg)
#M_Name_SM3 = S-18 Lance (16x unguided, 100 dmg)
#M_Name_SM4 = S-32 Hailstorm (32x unguided, 150 dmg)

#M_Name_SRM1 = SRM-6E Piranha (3x guided, 50 dmg)
#M_Name_SRM2 = SRM-8M Dagger (3x guided, 100 dmg)
#M_Name_SRM3 = SRM-15 Warhawk (3x guided, 150 dmg)
#M_Name_SRM4 = SRM-24 Scorpion (6x guided, 200 dmg)

#M_Name_AlienSRM = Alien Missile Launcher (5x guided, 200 dmg)
#M_Name_AlienPoisonTorpedo = Alien Nano Torpedo (1x torpedo, 50 dmg; 20 dmg x 45 sec)

#M_Name_LRM1 = LRM-7 Starshark (2x guided, 75 dmg, 350 range)
#M_Name_LRM2 = LRM-9 Avalanche (2x guided, 200 dmg, 450 range)
#M_Name_LRM3 = ALRM (2x guided, 300 dmg, 600 range)
#M_Name_LRM4 = LRM-12 Hornet (2x guided, 500 dmg, 600 range)

#M_Name_T1 = T-4 Eraser (1x torpedo, 500 dmg)
#M_Name_T2 = T-6 Hellbringer (1x torpedo, 1000 dmg)
#M_Name_T3 = T-9 Supernova (1x torpedo, 2000 dmg)

#M_Name_MIRV1 = MIRV Swarm (1x, 4 warheads x 80 dmg)
#M_Name_MIRV2 = MIRV-2 Tornado (1x, 8 warheads x 120 dmg)
#M_Name_MIRV3 = MIRV-3 Reaper (3x, 10 warheads x 200 dmg)

Of course, damage isn't the only consideration; some of the better missiles are simply just hard to find. That excuse doesn't work for me though, I'd rather that they be buyable anywhere. With that in mind, I'll be tossing out and replacing the ones coloured in grey.

My reasoning: with unguided rockets most of the time you don't hit anything. If you save them for capital ships that means most of the time you're flying around with rocket slots occupied by something useless (unless you enjoy watching missiles wasted shooting at fighters and missing all the time). So it's an easy decision to toss the 2 most worthless unguided missiles.

The short range missiles were also an easy decision. They're all very similar, only difference in damage. So why have 4? I'll drop the first two.

I'm leaving the alien types alone. They're (1) not buyable, and (2) very rare, only carried by aliens. So I'll just ignore them.

LRMs. I guess some people like the sniping range. In that case I'll just drop the weakest one, and the best one since it shares the same range as the second-best one. You can break some scripts by sniping the enemy before getting close enough to let the mission script trigger them, you know - I'm actually doing you guys a favour

Torpedoes. Do we really need 3 types that essentially only differ by damage? Seriously? I'm ditching the weakest one.

MIRVs. Mmm, blame these things for getting me interested in fixing missiles. I'm not even sure I want to keep any of these originals around. Then again, some people may prefer damage rather than cloud the screen with missiles, so I'll just ditch the first one.

That means out of the total 20 base missile types, I'm replacing 8. They'll all be whack multiwarhead types, and I'll try not to follow the same big-bigger-biggest style. Mostly I'll probably vary the number of warheads and explosion colours. It occured to me that I could borrow the alien torpedoes' poisoning effect but I'm not really a fan of that. All this editing will mess up the balance, of course, but that's where your comments come in

Fixed wrong stats

Last edited by Trucidation; 06-04-2010 at 08:44 AM.
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