Author Topic: 2.5 Missile designs  (Read 3077 times)

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Offline captainwolfer

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Re: 2.5 Missile designs
« Reply #15 on: January 23, 2024, 04:30:40 PM »
Maybe I am about to ask a nonsensical stuff...   :o  ;D
What about shields on large ASM?
Is it possible? Did anyone try it? If so, can it be effective in reducing damages/destruction of missiles?
You can't put shields or Armor on an ASM? They aren't designed in the same way as ships.
 

Offline Xkill

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Re: 2.5 Missile designs
« Reply #16 on: January 23, 2024, 04:52:04 PM »
Would be pretty good if you could, though. Miss me those armored missiles...  :'(
 
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Offline nuclearslurpee

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Re: 2.5 Missile designs
« Reply #17 on: January 23, 2024, 05:30:46 PM »
Maybe I am about to ask a nonsensical stuff...   :o  ;D
What about shields on large ASM?
Is it possible? Did anyone try it? If so, can it be effective in reducing damages/destruction of missiles?

There are two issues with this:
  • For passive defenses on missile in general, we had missile armor in VB6. The sense from Steve is that this didn't work well because it was either useless or a clearly best approach - for example, if a missile has 1 point of armor it can absorb twice as many AMM hits or 1-damage beam weapon hits, cutting in half any anti-missile defense efficiency, which is way too good unless the armor takes up half of the missile size. Basically, it did not create any interesting decisions (only a pure math optimization) so Steve took it out.
  • For shields specifically, this would not work because smaller shields are extremely inefficient. A 5-ton shield generator (2 MSP) would require a base shield strength of 50 or 100 (depending on how rounding is handled) to give a single point of effective shield strength, and the highest tech level in the game right now is 15 I think. For a shield generator on a missile to have any effect it would have to be impractically large.
 

Offline Zed 6

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Re: 2.5 Missile designs
« Reply #18 on: January 24, 2024, 12:26:18 PM »
 "For a shield generator on a missile to have any effect it would have to be impractically large."

  For some reason I got a picture in my head of the missile having a large shipping container strapped to it carrying the oversize shield generator. Or is the missile strapped to the shield generator.  ;D
 

Offline AlStar

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Re: 2.5 Missile designs
« Reply #19 on: January 24, 2024, 01:57:00 PM »
I mean, at some point you're basically just flinging FACs at the enemy.

Speaking of: Steve, how about kamikaze ships?
 

Offline Garfunkel

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Re: 2.5 Missile designs
« Reply #20 on: January 24, 2024, 04:58:06 PM »
Steve has emphasized that player cannot order their ships to ram and this design decision is unlikely to change.
 

Offline paolot

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Re: 2.5 Missile designs
« Reply #21 on: January 24, 2024, 05:09:15 PM »
Thank you all of the responses.   :)
 

Offline bdub1

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Re: 2.5 Missile designs
« Reply #22 on: February 13, 2024, 03:04:18 AM »
it may be worth going to a size 6 ASM as Active Sensor range is calculated as any size 6 missile (or smaller)
so its detection range is the same as a size 6 missile anyway (assuming its own sensors and thermal signature are similar

or did that change in 3.5?
 
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Offline Warer

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Re: 2.5 Missile designs
« Reply #23 on: February 13, 2024, 09:46:09 AM »
it may be worth going to a size 6 ASM as Active Sensor range is calculated as any size 6 missile (or smaller)
so its detection range is the same as a size 6 missile anyway (assuming its own sensors and thermal signature are similar

or did that change in 3.5?
You may be right but retargeting and ECM equipped missiles takes up a lot of space so the missile would be going slower, nearer with a smaller warhead so overall I'd lean towards a size 7-8 ASM being the new "meta"/"optimal" ASM. But that's just my first thoughts with no solid numbers.

...Also when did Steve realize 3.5  ;) (Yes I made this comment just to make this joke, no I do not have any regrets.)
 

Offline undercovergeek

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Re: 2.5 Missile designs
« Reply #24 on: February 19, 2024, 06:38:41 AM »
First ever missile - still at ion engine stage - does it seem effective?

Missile Size: 10.05 MSP  (25.125 Tons)     Warhead: 16    Radiation Damage: 16
Speed: 16,796 km/s     Fuel: 750     Flight Time: 22 minutes     Range: 22.34m km
Decoys: 2 ECM-1     ATG: 20%     
Cost Per Missile: 10.42     Development Cost: 510
Chance to Hit: 1k km/s 201.6%   3k km/s 67.2%   5k km/s 40.3%   10k km/s 20.2%


 

Offline Andrew

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Re: 2.5 Missile designs
« Reply #25 on: February 19, 2024, 07:04:01 AM »
One Big thing. Get it to size 10 or 11 at the moment you need a size 11 launcher to fire this missile .
It seems slow but has a big warhead, so maybe less warhead and more engines. It depends on what your warhead and engine boost technologies are
 
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Offline undercovergeek

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Re: 2.5 Missile designs
« Reply #26 on: February 19, 2024, 07:54:37 AM »
This is running at 300% for engine power

I’m just shy of researching multiple warheads
 

Offline Andrew

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Re: 2.5 Missile designs
« Reply #27 on: February 19, 2024, 12:42:05 PM »
I ususally use 4-500% power boost on missiles.
Not multiple warheads but warhead strength technology , if you get 2 pts of damage per msp or 5 pts of damage makes a big difference in how much damage a missile should do
 
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Offline undercovergeek

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Re: 2.5 Missile designs
« Reply #28 on: February 19, 2024, 01:27:34 PM »
I’m with you - I’m at x4 research - away from pc at mo but will look at reducing warhead and upping boost - thank you
 

Offline Ulzgoroth

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Re: 2.5 Missile designs
« Reply #29 on: February 19, 2024, 08:48:32 PM »
I'd consider the accuracy unfortunate - against a lot of targets you're going to be simply missing with most of your shots. (Especially if they use missile jammer ECM.)
 
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