Posted by: iceball3
« on: May 24, 2017, 06:30:50 PM »I understand how realistic combat works but representing missiles in space as going constant speed is as much fake as keeping 5s laser limit.-Currently, there exists mid-late game tech called "Laser warheads" They allow missiles to ignore final fire. It could use a little work, but that's probably as close in the "barrage stuff" vein as it'll get.
In real combat in space missiles would have some acceleration: and they would go faster at max ranges compared to start ranges.
This would result in calculation where missiles would have far less hit chance at max ranges (cuz they would be faster) but far stronger PD penetration. And vice versa at close ranges. . . . . Or they could have constant speed and save all fuel while being close to target to turn and accelerate to maximize hit and PD pen.
Also . . things like decoys. . chaff. . . hiding behind asteroid fields (or orbital bodies) for reduced radar coverage or converging on target while having Star behind (for reduced heat profile) would take effect so missiles would be far less efficient as they atm are.
Yep you can rename them . . to Macro barrages. . . or Nuclear flak barrages. . . but thing is the same. . . you can shot that down with pd.
-Weapons that track the projectile but cannot be shot down are mostly pointless to track the projectile for anyway. Why not make it instant? Why disallow shooting down the projectile if you can shoot something that's faster than it? Why can't it be evaded as soon as it's detected? And so forth.
-Missiles do not accelerate/decelerate. Notice how ships don't, either? Because, rather strictly, they're made of "non newtonian" materials. Momentum of travelling stuff doesn't work normally in this game.
Even balance wise, what's stopping a missile from double back and accelerating forth on to it's target along a longer path than going straight? It basically means that a missile can reasonably hit a target at full speed regardless of where you fire, anyway.