Author Topic: New Missile Combat Rules  (Read 4344 times)

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Offline Steve Walmsley (OP)

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New Missile Combat Rules
« on: March 03, 2008, 05:03:25 PM »
Missiles and missile combat are changing considerably in v2.6. I have looked at missile sizes and missile design and realised there were a lot of inconsistencies compared to the rest of the game system. As internal consistency is one of my main design drivers for Aurora, that has led to a redesign of missiles so they fit with the rest of the game.

The changes are as follows:

Missiles have never really had a specified size compared to ship or fighters. For detection purposes, each point of missile size was treated as 1/10th of a hull space in v2.5. However, for magazine storage a point of missile size was more like 1/100th of a hull space. The ratio of launcher size compared to the missile size was never really specified. Therefore in v2.6, a Missile Size Point (MSP) is equal to 1/20th of a hull space. So a Size 4 missile would be 4/20ths or 1/5th of a hull space. That makes a standard launcher 20x missile size, the smallest slow-reload launcher is 5x missile size and a Box Launcher is 3x missile size.

The current types of engine are as follows:
Ship Engine: Power x1, Fuel Use x1
FAC Engine: Power x2, Fuel Use x10
Fighter Engine: Power x3, Fuel Use x100

Missile engines will follow the same progression but skip a level. They are therefore Power x5, Fuel Use x 10,000. In v2.5 they had four times the power of ship engines so this will increase their engine power by 25%. However, this will be shown a little differently on the missile design window because in the past missile engine power was separate from ship engine power. The engine power is still based on the number of MSP devoted to engines but the amount of that power takes into account the actual size of the engine in hull space terms. So a basic Nuclear Thermal Missile Drive will provide just 1 power per MSP while a Magneto-plasma Missile Drive will provide 3.2 power per MSP. Missiles are a lot smaller than ships though so that power goes a long way.

The Missile Fuel Cell Capacity tech line has been eliminated. Instead missiles can devote a section of their mass to a fuel tank, just like a ship or fighter. Each MSP can hold 2500 litres of fuel, as a single HS holds 50,000 and 1 MSP is 1/20th of a hull space. Missiles now use fuel in the same way as ships, using up the fuel as they travel. However, as a missile is never going to refuel, the fuel is added to the missile when it is built and for game purposes that provides an endurance in seconds based on the same calculation as the range for ships and fighters, including the racial fuel efficiency level. Although the fuel use of missiles sounds a lot at 10,000x normal and 2500 litres per MSP doesn?t sound like a lot, the range of missiles is probably going to increase by a factor of about 100. Once I started to examine them, the old missile ranges seemed seriously unrealistic.

Because missiles are now much larger in terms of magazine space, warhead strength has been doubled per MSP.

Based on the above, here are a couple of basic size 4 missiles. The first uses 1 MSP for the warhead and 1.5 MSP each for fuel and engines. As you can see the range is almost a hundred million kilometers and the missile will be in flight for almost two hours. The second missile devotes 2 MSP to the warhead, 1.25 MSP to the engine and only 0.75 MSP for fuel. It has a powerful strength-10 warhead and a forty-eight million kilometre range.

Code: [Select]
Longsword Anti-ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 5    Armour: 0     Manoeuvre Rating: 10
Speed: 15000 km/s    Endurance: 107 minutes   Range: 96.4m km
Cost Per Missile: 2.9375
Chance to Hit: 1k km/s 150%   3k km/s 50%   5k km/s 30%   10k km/s 15%
Materials Required:   2.1875x Tritanium  0.75x Gallicite
Development Cost for Project: 294 RP
Code: [Select]
Halberd Anti-ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 10    Armour: 0     Manoeuvre Rating: 10
Speed: 12500 km/s    Endurance: 64 minutes   Range: 48.2m km
Cost Per Missile: 3.5938
Chance to Hit: 1k km/s 125%   3k km/s 40%   5k km/s 25%   10k km/s 12.5%
Materials Required:   2.9688x Tritanium  0.625x Gallicite
Development Cost for Project: 359RP
There are now four magazine types for Aurora. Magazines average only a quarter of their previous capacity but are generally cheaper per HS than before. The larger magazines are a little more efficient at storage than the smaller ones. In addition, all missile launchers now include on-mount magazine capacity equal to one missile

Large Magazine: 10 HS, 50 BP, 180 MSP
Standard Magazine: 3 HS, 15 BP, 50 MSP
Small Magazine: 1 HS, 5 BP, 15 MSP
Tiny Magazine: 0.2 HS 1 BP, 3 MSP

Missile Fire Control systems have been replaced by a variant of Active Sensors. When you design an active sensor, you have the option to designate it as a missile fire control system. This removes any general search capability but increases the range by a factor of 3. This type of sensor zeroes in on existing targets with an extremely narrow beam, using its power to increase range rather than searching a wide area. Missile Fire Controls can target any active sensor contact within range that is of sufficient size to be picked up by the fire control?s resolution, any population or any waypoint within range. If a target moves outside the range of a missile fire control system, that fire control system will lose lock-on to the target immediately following the movement phase. Missile Fire Controls designed for anti-ship use will need to be long range and therefore will likely have a high resolution while those designed to shoot at fighters or missiles will need a low resolution and will therefore probably be shorter ranged. Missile Fire Controls are now shown on the same section of the Ctrl-F7 View Tech window as Active Sensors.

Code: [Select]
Example Missile Fire Control
Active Sensor Strength: 36
Sensor Size: 3    Sensor HTK: 1
Resolution: 45    Maximum Range: 48,600,000 km
Chance of destruction by electronic damage: 100%
Cost: 36    Crew: 15
Materials Required: 9x Duranium  27x Uridium
Development Cost for Project: 360RP
When you target a waypoint, the missiles head for a location rather than a specific object. This adds a lot of new possibilities for missile combat. For example, you could send the missiles toward a waypoint for several minutes on a different bearing than the intended target then change the fire control to point at the target. The missiles will then come in from an unexpected heading. You may want to send missiles a lot closer to a target before you illuminate it and possibly give away your position. Finally, if the missiles have their own sensors with a better resolution than your missile fire control, you might want to direct them to an area to search for targets by themselves.

Although it?s not coded yet, I am also considering some type of datalink system that allows a ship to link its missile launchers to fire control systems on a different ship. This would allow a type of Aegis ship with large sensors and fire control systems that could control the missile firepower of a task group.

The missile design window has a new slider called Active Sensor. The strength of the active sensor is based on the racial active sensor strength. Each MSP of active sensor will provide 1/20th of the racial active sensor strength. So 1 MSP of active sensor for a race with an active sensor strength of 12, will create a sensor for the missile with a strength of 0.6. As with ship-based sensors, you can select a resolution for the missile sensor and the range of the sensor will be sensor strength  x resolution x 10,000 km.

The missile below has 1 MSP of warhead, 0.5 MSP of fuel storage, 1.25 MSP of engine and 1.25 MSP of active sensor (at a racial strength 0f 0.6 per MSP) with a resolution of 80. Its sensor will be able to detect 4000 ton ships within 600,000 km. One possible tactic here would be to send a missile toward a waypoint where you expected enemy ships to be in 30 minutes then shut down your ship-based sensor shortly after launch. With no instructions the missile will continue to its original target location but will be constantly scanning for targets with its onboard sensor. If it detects a target of 4000 tons or more, the missile?s internal guidance will take over and home on the target. The target will get no warning from your inactive shipboard sensor and will have to detect the missile or the missile?s active sensor. It may not even have any idea who attacked it.
 
Code: [Select]
Homer Anti-ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 5    Armour: 0     Manoeuvre Rating: 10
Speed: 12500 km/s    Endurance: 43 minutes   Range: 32.1m km
Active Sensor Strength: 0.75    Resolution: 80    Maximum Range: 600,000 km
Cost Per Missile: 2.8333
Chance to Hit: 1k km/s 125%   3k km/s 40%   5k km/s 25%   10k km/s 12.5%
Materials Required:   1.25x Tritanium  0.75x Uridium  0.8333x Gallicite  Fuel x1250
Development Cost for Project: 219RP

The logic that the missile follows during flight is as follows. The missile will check the fire control to which its launcher was assigned at the time of launch. If that control is active the missile will head for the target on which the fire control is currently locked (which may or may not be the original target). If the fire control is inactive, the missile will use any onboard sensor to try and find a target. If it still has no target, it will home on the last known location of the previous target. Even after a missile has started looking for its own targets, if the ship-board fire control reactivates and selects a new target, the missile will switch back to ship-board control. When searching for its own targets, the missile is continually re-evaluating which is the closest acceptable target and may switch if another target moves closer to the missile. Unlike v2.5 the missile will not self-destruct if it loses all fire control and will instead continue to home on the last known target location. This sets up some interesting tactical options. Because of the potentially long flight times, I have added an endurance countdown to missile salvos on the system map.

I realise these are major changes to the game but I believe it adds a wide range of options that didn?t exist before and will make missile combat both challenging and very interesting. It also fits in far more with the game as a whole and improves internal consistency.

Steve
« Last Edit: March 03, 2008, 06:24:10 PM by Steve Walmsley »
 

Offline rmcrowe

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« Reply #1 on: March 03, 2008, 05:19:12 PM »
Steve

     Need to edit the magazine definitions.  You have two "Standard" sizes of vastly different capacity.

robert
« Last Edit: December 31, 1969, 06:00:00 PM by rmcrowe »
 

Offline Steve Walmsley (OP)

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« Reply #2 on: March 03, 2008, 06:24:46 PM »
Quote from: "rmcrowe"
Need to edit the magazine definitions.  You have two "Standard" sizes of vastly different capacity.

Thanks for spotting that. I've corrected it now.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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« Reply #3 on: March 03, 2008, 08:22:27 PM »
Here are three new systems and an Oceanian Tribal class destroyer using the new rules. This ship is designed to act as an escort for the Ark Royals and is particularly suited to combat the Fast Attack Craft of the Eurasian Union, which are Size 20 and the only known hostile warships capable of catching the Ark Royals. In effect, it is the classic Torpedo Boat Destroyer. With the sixty missiles in VLS launch tubes its strange how like a modern destroyer the armament and fire control is starting to look.

Code: [Select]
SPG-1 Missile Fire Control
Active Sensor Strength: 36
Sensor Size: 3    Sensor HTK: 1
Primary Mode:   Resolution: 20    Maximum Range: 21,600,000 km
Chance of destruction by electronic damage: 100%
Cost: 36    Crew: 15
Materials Required: 9x Duranium  27x Uridium
Development Cost for Project: 360 RP
Code: [Select]
Mk 2 VLS Single Cell Launcher
Maximum Missile Size: 3     Hangar Reload: 22.5 minutes    MF Reload: 3.7 hours
Launcher Size: 0.45    Launcher HTK: 0
Cost Per Launcher: 1.8    Crew Per Launcher: 0
Materials Required: 0.45x Duranium  1.35x Tritanium
Development Cost for Project: 18 RP
Code: [Select]
Katana Anti-ship Missile
Missile Size: 3 MSP  (0.15 HS)     Warhead: 5    Armour: 0     Manoeuvre Rating: 15
Speed: 16700 km/s    Endurance: 21 minutes   Range: 21.5m km
Cost Per Missile: 2.2083
Chance to Hit: 1k km/s 250.5%   3k km/s 75%   5k km/s 50.1%   10k km/s 25.05%
Materials Required:    1.25x Tritanium   0.9583x Gallicite   Fuel x625
Development Cost for Project: 221 RP
Code: [Select]
Tribal class Destroyer    5950 tons     382 Crew     711.8 BP      TCS 119  TH 360  EM 420
3025 km/s     Armour 1     Shields 14-300     Sensors 10/0/0/0     Damage Control 0-0     PPV 27
Magazine 180    Replacement Parts 5    

Nuclear Pulse Engine E7 (9)    Power 40    Efficiency 0.70    Signature 40    Armour 0    Exp 5%
Fuel Capacity 70,000 Litres    Range 30.3 billion km   (115 days at full power)
Beta R300/10.5 Shields (9)   Total Fuel Cost  95 Litres per day

Mk 2 VLS Single Cell Launcher (60)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
SPG-1 Missile Fire Control (2)     Range 21.6m km    Resolution 20
Katana Anti-Ship Missile (60)  Speed: 16700 km/s  Endurance: 21.4 minutes  Range: 21.5m km  Warhead: 5  MR: 15   Size: 3

SPS-375/75 Active Sensor (1)     GPS 3750     Range 37.5m km    Resolution 75
SPS-32/16 Active Sensor (1)     GPS 320     Range 3.2m km    Resolution 16
SQS-2 Thermal Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Randy

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« Reply #4 on: March 04, 2008, 09:03:13 AM »
You probably should also add the option for fire and forget, with active terminal homing not being activated until the missile reaches a designated point.

  This is the way that AMRAAM and even ADCAP torpedoes work. Also it is a lot more stealthy to have the missile siliently cruising to its activation point and then suddently go active. Leaves no tell-tale signature to track back to the launch site :-)
  And even more importantly, greatly increases the chance for a surprise attack...
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline Steve Walmsley (OP)

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« Reply #5 on: March 04, 2008, 12:35:30 PM »
Quote from: "Randy"
You probably should also add the option for fire and forget, with active terminal homing not being activated until the missile reaches a designated point.

  This is the way that AMRAAM and even ADCAP torpedoes work. Also it is a lot more stealthy to have the missile siliently cruising to its activation point and then suddently go active. Leaves no tell-tale signature to track back to the launch site :-)
  And even more importantly, greatly increases the chance for a surprise attack...

I went for the "always active" option for ease of coding and user interface. However, I think you are right that it would be better to have the option to activate the missile sensor at a set point, probably a waypoint set before launch. I'll have a think about how best to implement it.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Bellerophon06

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« Reply #6 on: March 04, 2008, 01:38:20 PM »
This is my first post to this forum, and I would like to say that this is by far the most interesting and in depth space game I have ever seen.

I agree with the idea to keep the game internally consistent, and that being the case I wanted to bring up a question on the revisions to missile combat.

With effective ranges and endurances of missiles increasing by so much, is a warhead really necessary?  Using the example of your Homer Anti-ship missile, if the missile is capable of accelerating at 12500 kps for 43 minutes it would have a terminal velocity of 32250000 kps.  With that much velocity the missile would do a lot of damage even without a warhead mounted.

Missiles could be given a stand-off range (don't know how hard it would be to code) so that a physical strike on the target would be necessary and would negate the above statement.   If I were new to space and had the kind of acceleration and endurance that these missiles have I would use them as kinetic kill weapons without a warhead unless I had something powerful to use as a warhead.  Using a nuke on a missile like the Homer would be overkill, IMHO.  Of course, YMMV.  :)
« Last Edit: December 31, 1969, 06:00:00 PM by Bellerophon06 »
 

Offline Shinanygnz

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« Reply #7 on: March 04, 2008, 04:49:57 PM »
Quote from: "Bellerophon06"
This is my first post to this forum, and I would like to say that this is by far the most interesting and in depth space game I have ever seen.

I agree with the idea to keep the game internally consistent, and that being the case I wanted to bring up a question on the revisions to missile combat.

With effective ranges and endurances of missiles increasing by so much, is a warhead really necessary?  Using the example of your Homer Anti-ship missile, if the missile is capable of accelerating at 12500 kps for 43 minutes it would have a terminal velocity of 32250000 kps.  With that much velocity the missile would do a lot of damage even without a warhead mounted.
<snip>


Hiya.  Just so you know, that's the speed of the missile, not it's acceleration.  The "handwaviums" in this game are trans-Newtonian elements and space, which give units a top speed, instant accel/decel and change of direction, and jump points for classic sci-fi instantaneous wormhole travel between star systems.
There used to be a bunch of background info posts, but don't know if they're still around after the site move.
Stephen
« Last Edit: December 31, 1969, 06:00:00 PM by Shinanygnz »
 

Offline Shinanygnz

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« Reply #8 on: March 04, 2008, 05:02:22 PM »
Steve
You may have to look at tracking speeds now missiles are faster.  From your 2084 setup, escort ship has these:
Quad 10cm Laser Turret   Range 64,000km   TS: 12800 km/s   Power 12-12   RM 3  ROF 5   3 3 3 2 1 1 0 0 0
Fire Control S04 32-12800   Max Range: 64,000 km   TS: 12800 km/s     84 69 53 38 22 6 0 0 0 0

Incoming likely to be these:
Katana Anti-Ship Missile  Speed: 16700 km/s   Endurance: 21.4 minutes    Range: 21.5m km   Warhead: 5    MR: 15    Size: 3

Not going to stop huge numbers I would have thought.  Also, got any new example anti-missile missiles and how they might cope?

Cheers
Stephen
« Last Edit: December 31, 1969, 06:00:00 PM by Shinanygnz »
 

Offline Steve Walmsley (OP)

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« Reply #9 on: March 04, 2008, 05:48:01 PM »
Quote from: "Bellerophon06"
This is my first post to this forum, and I would like to say that this is by far the most interesting and in depth space game I have ever seen.
Thanks. It's always good to get positive feedback.

Quote
I agree with the idea to keep the game internally consistent, and that being the case I wanted to bring up a question on the revisions to missile combat.

With effective ranges and endurances of missiles increasing by so much, is a warhead really necessary?  Using the example of your Homer Anti-ship missile, if the missile is capable of accelerating at 12500 kps for 43 minutes it would have a terminal velocity of 32250000 kps.  With that much velocity the missile would do a lot of damage even without a warhead mounted.
The 12500 kps is the speed of the missile rather than its acceleration. At first I experimented with a game model that using full newtonian physics. Unfortunately real physics can be a pain when it comes to game design because they are actually very hard to work with. Designing a spacecraft just to get to Mars proved a challenge with realistic thrust and fuel use. Therefore I decided to come up with a model that was internally consistent, had a realistic feel to it and would make a fun game. The result is a game set in space but based on a physics model more suited to naval ships than space ships. That works well though because most people are a lot more comfortable working with that than trying to deal with the constraints of actual newtonian space-flight. I have posted the technobabble background for the physics to the mechanics forum. Virtually all space games use a non-Newtonian model but sometimes get let down because of the internal consistency problem, such as fighters having much more powerful weapons than they should have for their size while ships cannot mount those weapons. That is something I am trying to avoid.

Quote
Missiles could be given a stand-off range (don't know how hard it would be to code) so that a physical strike on the target would be necessary and would negate the above statement.   If I were new to space and had the kind of acceleration and endurance that these missiles have I would use them as kinetic kill weapons without a warhead unless I had something powerful to use as a warhead.  Using a nuke on a missile like the Homer would be overkill, IMHO.

Even without the acceleration, an object moving at 12500 km/s would have a significant impact. Therefore I think for the purposes of the game model it can be assumed that missiles detonate in close proximity to the targets rather than being direct hits.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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« Reply #10 on: March 04, 2008, 06:04:04 PM »
Quote from: "Shinanygnz"
Steve
You may have to look at tracking speeds now missiles are faster.  From your 2084 setup, escort ship has these:
Quad 10cm Laser Turret   Range 64,000km   TS: 12800 km/s   Power 12-12   RM 3  ROF 5   3 3 3 2 1 1 0 0 0
Fire Control S04 32-12800   Max Range: 64,000 km   TS: 12800 km/s     84 69 53 38 22 6 0 0 0 0

Incoming likely to be these:
Katana Anti-Ship Missile  Speed: 16700 km/s   Endurance: 21.4 minutes    Range: 21.5m km   Warhead: 5    MR: 15    Size: 3

Not going to stop huge numbers I would have thought.
Although the new missiles are a little faster than before, there are some compensations in v2.6. Firstly, missiles are larger and more expensive so you will generally be faced with far fewer of them overall, although you may find larger single salvos. As they are much longer ranged, you will have more time to shoot at them if you can detect them and because of the new zero resolution rule for active sensors, you will be able to detect missiles at greater ranges. This should make anti-missiles more effective too, especially as you will be able to create effective size 1 missiles and use size 1 launchers. Finally, gauss cannon appear in v2.6, which are more effective than lasers at engaging missiles.

Quote
Also, got any new example anti-missile missiles and how they might cope?

At low tech, anti-missiles won't be that effective, although here are a couple of possibilities using the Oceanian tech (only nuclear pulse engines). Against a 16700 km/s Katana, this missile will have a 24% chance to hit. Not great but you will probably get chance to use quite a few.
Code: [Select]
Size 3 Anti-Missile Missile
Missile Size: 3 MSP  (0.15 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 20
Speed: 20000 km/s    Endurance: 18 minutes   Range: 21.4m km
Cost Per Missile: 1.5
Chance to Hit: 1k km/s 400%   3k km/s 120%   5k km/s 80%   10k km/s 40%

The trick though is going to be creating small, cheap anti-missiles. This low-tech missile has only a 12% chance to hit but three of them fired together have a 32% chance to hit and they would cost the same as a single size 3 missile and use the same magazine space.
Code: [Select]
Size 1 AMM
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 10
Speed: 20000 km/s    Endurance: 54 minutes   Range: 64.3m km
Cost Per Missile: 0.5833
Chance to Hit: 1k km/s 200%   3k km/s 60%   5k km/s 40%   10k km/s 20%

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Valhawk

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« Reply #11 on: March 05, 2008, 03:35:12 AM »
Quote from: "Steve Walmsley"
The 12500 kps is the speed of the missile rather than its acceleration. At first I experimented with a game model that using full newtonian physics. Unfortunately real physics can be a pain when it comes to game design because they are actually very hard to work with. Designing a spacecraft just to get to Mars proved a challenge with realistic thrust and fuel use. Therefore I decided to come up with a model that was internally consistent, had a realistic feel to it and would make a fun game. The result is a game set in space but based on a physics model more suited to naval ships than space ships. That works well though because most people are a lot more comfortable working with that than trying to deal with the constraints of actual newtonian space-flight. I have posted the technobabble background for the physics to the mechanics forum. Virtually all space games use a non-Newtonian model but sometimes get let down because of the internal consistency problem, such as fighters having much more powerful weapons than they should have for their size while ships cannot mount those weapons. That is something I am trying to avoid.


I never really noticed the non physics of the situation.  I alway just assumed that if you tell a ship to go to Mars the captain know how to do it.  This game is more about strategic control anyhow.  You dont really control which way a ship is pointing and the like.
« Last Edit: December 31, 1969, 06:00:00 PM by Valhawk »
 

Offline Bellerophon06

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« Reply #12 on: March 05, 2008, 12:52:57 PM »
Thanks for the feedback, all.  After posting I realised that I made an error as a terminal velocity of 32250000 kps would be well above the speed of light.   :oops:

With the new missile combat rules, missiles could serve as mobile mines.  Use a freighter to offload them near an area where you need additional firepower and then leave them there to attach hostile targets once they're in range.  It would make things more interesting during jump point assaults.

Also, since the missiles now have the capability to use onboard active sensors could they also carry active ECM?  It would make it easier to hit a target if you have several of them coming in on it and one of them is using ECM to confuse the targets sensors (ala-HH).
« Last Edit: December 31, 1969, 06:00:00 PM by Bellerophon06 »
 

Offline Charlie Beeler

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« Reply #13 on: March 05, 2008, 01:29:09 PM »
Quote from: "Bellerophon06"
Thanks for the feedback, all.  After posting I realised that I made an error as a terminal velocity of 32250000 kps would be well above the speed of light.   :wink:

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« Last Edit: December 31, 1969, 06:00:00 PM by Charlie Beeler »
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Offline Steve Walmsley (OP)

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« Reply #14 on: March 06, 2008, 12:59:48 PM »
Quote from: "Bellerophon06"
With the new missile combat rules, missiles could serve as mobile mines.  Use a freighter to offload them near an area where you need additional firepower and then leave them there to attach hostile targets once they're in range.  It would make things more interesting during jump point assaults.
Yes, that had occurred to me too. I played around with it a little using a waypoint to fire the missiles at. The missiles arrived at the waypoint and maintained their position with sensors active. When something moved into range, the missiles attacked. The problem is the missiles only have the fuel for a few hours if you want them to have any sort of decent attack velocity. You could still fire them close to a jump point though and then run for it if your pursuers were a few hours behind. This could form the basis for some future minefield though if I devised a type of missile body that would remain with engines down until it detected something. I would have to add a chance of failure over time but it would be consistent with the rest of the technology.

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Also, since the missiles now have the capability to use onboard active sensors could they also carry active ECM?  It would make it easier to hit a target if you have several of them coming in on it and one of them is using ECM to confuse the targets sensors (ala-HH).

There is ECM in v2.5, which takes the form of a half space addition to the missile. There is a separate tech line for missile ECM. In v2.6, it works slightly differently. You still develop missile ECM but them you decide how many MSP to devote to the ECM, with 1 MSP being the max and giving you the full level of currently researched ECM.

For example, if you had researched Missile ECM 2 then 1 MSP would give you 2 ECM while 0.5 MSP would give you 1 ECM and 0.25 MSP provides 0.5 ECM.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »