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Countermissiles and Canistermissiles #411

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Deployabledrone opened this issue Sep 30, 2024 · 2 comments
Open

Countermissiles and Canistermissiles #411

Deployabledrone opened this issue Sep 30, 2024 · 2 comments

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@Deployabledrone
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Deployabledrone commented Sep 30, 2024

For anti-missile operations, especially important for capitol ships which are unable to generate sufficient Delta-V to doge missiles reliably.
Countermissiles would be very small missiles (possibly retasked small missiles) which would lock onto hostile missiles and intercept them before they impacted the ship. A cost effective way of preventing massive damage from heavy missiles for large capitol ships and for negating medium missiles for small capitol ships and fighters.
Canistermissiles would be missiles launched from medium and large missile tubes which contain many interceptor missiles. They would detonate shortly after launch, releasing their payload of countermissiles to intercept hostile missiles.
Canister would be especially effective in negating large volleys of hostile missiles and as an option to convert fighters into anti-missile platforms.

*This would go well with a missile range upgrade.
**Realistically, missiles should outrange and outperform (raw dmg per shot) ballistic projectile weapons in their engagement evelope at the expense of the ability to negate them.

@nkrisztian89
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Missile countermeasures are already planned, but will not be part of the update coming right now, but one or two updates later, planned for later this year.
The current outline for missile counter play is:

  • active and passive electronic jamming (ECM that can be equipped on all fighters)
  • point defense turret as you have also suggested (can be equipped on the Falcon, later probably on larger ships)
  • a decoy that can be launched which causes missiles to target it instead of the fighter (can be equipped on the Viper)
    I didn't plan with counter missiles, but I will consider it, a good idea also because currently the Rhino doesn't have any counter missile play planned outside of ECM and it has small missile launch tubes.
    I did plan cluster missiles for later, though in my mind it was for engaging whole formations of fighters instead of incoming missiles, but that can be added as well.
    Before I put in missile counter play, I need/want to implement an equipment screen where you can choose your loadout for the mission, so it can make sense to have multiple options. This is my next plan, that is why I already added the repeater. I also need to add the warning indicator and sound for missile lock and incoming missile as well. This is why I haven't equipped enemies with missiles yet, as there is no way currently for the player to defend against them except maneuvering, (which would still be effective against the HM-7 because it has poor tracking) or even see them coming.

Realistically, larger vessels would be fully covered with point defense turrets but for gameplay reasons I haven't planned that. However, now that you mention it, I will probably add the slots for them so it can be done for custom missions.

@Deployabledrone
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I forgot completly about decoys as an option, though they are arguably the simplest system to counter missiles.

I have in the past evaded medium missiles in a falcon by flying in a circle until they expired, but it required abandoning any hope of attacking and wan't very reliable. I've never been able to evade small missiles in any fighter.

True if large vessels were appropriately covered with point defense one player ship isn't going to make much of a difference, making it hard for the player to use missiles effectivly.

I don't know if you are familliar with Nebulous: Fleet Command, but they have a pretty good ship loadout system where you have a hull and you can use a fixed number of points to put whatever you want on the ship, incredible customizaion options. Perhaps something similar where you have the hardpoints and you can switch out modules as you like to customize specifically for that mission, rather than just selecting a premade loadout.

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