Hmm its true caps dont normally have shields but then they didnt have players behind them , I realize that attemping to take on a capship with my shielding method would be neigh impossible for most fighters on their own but thats where Im comming from with games like freespace, wing commander, heh, and x-wing. Im my experence it takes a special type of weapons to bring down something deserved of the name 'battleship' or 'cruiser' (or really CAPSHIP in general) and this way the torpedo could really come back and shine.
I dont know if we are in agreement or not on the tracking abilities of torps, in any case I dont really care weather they are or not; dumb-fire just means it will have to be launched closer to target which is all good. and I think I should retract my statment about its speed, your very right, that was way too fast. What I ment was something to catch the gunship (assuming it had crazy shields and required a torp) now here you have 2 options: you could just kill its tracking (if it has any) and make it dumb-fire so that its potential as a player killer is reduced, or slow the gunship to 80-90 and make the torp 90-100 respectivly and give it the turning of a CD or less so as to make it very hard to catch something going evasive (which a CS really shouldn't be able to do).
the heavy torpedo would work the same except I would lean toward the NO tracking option as we are talking about a big ship but the torps power should match. if you are going to keep the CapShip speed at ~50 this torp with no tracking should move at 60-70?
I would also limit the number of torps a launcher could carry to 4 for Light torps and 2 for Heavy torps. If nothing else the torpedo would atleast blow though the crazy shields and open the Capship up to attacks from guns (capships should not be able to take shield boosts and the battleships hull should probubly go down to ~200k (if given a shield) or less [and everything else respectivly, OR make the shield reactivation time longer, the idea being when they are UP it is safe, when they are down, they are down and it is very NOT safe).
as for the whole missile debaco I have no idea what their stats look like for editing, but basicly, imo, the should move slightly better than a light fighter and be faster. every sim I've played has made it possible to avoid missiles but nowhere is it easyer than in FL so if you can/have tweeked it up, awasome.
now as I see the purpose of the missile is that they are for bird dogging stuff and potentially catching those highly evacive craft (or atleast give them cause to worry [look at them, all smug in their doddgyness , the tubbyer stuff should be easy enough (and is) to get with guns, only reason why one might want a missile against these targets is to get though really thick shields or armor, so imo make 2 levels or missiles.
Lv 1-5, the lighter ones, would be dedicated to light and md fighters, lower damage but more likly to hit (but still more damage than they do currently, they will have to compete with what ~1500hp shields? so perhapse a lv1 would do 200-300 damage to shields (this is approximate and you can work out hull damage how ever you see fit, I was think maybe a 1:1.3 shield to hull damage ratio? I realy dont know.)
A Lv 7-8 would do around 1-2.5k (having to contend with 3-6k shields) but would be slower and less likly to hit a light/md fighter, I would also change the duration these missiles are in play; longer for lighter missiles shorter for heavyer ones). As with torpedos I would also limit the number of missiles per launcher to ~12 Lt and ~6 Hv.
Considering that one can have multipul launchers, understandibly it could get scary so i really dont want to be too definate about damage, but imo they should hit, they should hurt, they should be limited in number, and they should be priced on their lethality. I have nothing against a missiles that can kill a player in ~3 hits, im my mind thats really what they are for, to simply remove a target quickly and effectivly, this said there needs also to be a chance that you just launched 5k down the crapper, not because of any fault in the missile but because the other pilot was awake at the wheel and knew how to fly his ship, now if they're asleep then they deserve a 5k funeral, but just So long as the shooter has a limited number of shots, and that he has to pay for them. (please keep this in mind with the AI )
also, did you ever play Wing Commander 2? there was once a missile called the Mace.. it was designed to be an anti-SQUADRON missile. only 1 fighter carried it, and ofcourse it had only 1. now the fun part of this weapon was that it was dumb-fire (didnt track) so it had to be detonated by either impacting something or by getting shot. it had a huge radius and did a rediculas amount of damage (fighters within 3-5k or something died [it almost could easly wipe out a squad impact killed/mauled capships) a fun missile. a practical addition, probubly not .
Edited by - Abacus on 21-12-2003 23:32:38
Edited by - Abacus on 21-12-2003 23:40:54