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Re: long ranged missles

Posted: Sat Jan 26, 2013 7:20 pm
by Red-Rocket
Hull repair isnt expensive but annoying to purchase, the missiles are more like a wake up call and to add something interesting while BCs arent fighting eachother, i suggested predator because of the tracking beacon which is really nice. The long range missiles arent meant to take down a BC it is more meant to freak the other team out which is always fun

Re: long ranged missles

Posted: Sun Jan 27, 2013 8:48 am
by Siretu
So let's assume we're going to make a new long range missile. What should it do? Every missile so far has some kind of special ability (except piranha) and I feel like a long range missile will need something special because of what you've already mentioned, it has to have some effect.

What about a very cheap/free missile that deals a decent amount of damage? I don't think a free missile would be very OP since it costs time to purchase and load. I think with two people cooperating and constructing missiles and loading them, you could put on some decent pressure early game which would force the enemy to raise their shields and spend more time on weapons to shoot them down.

Re: long ranged missles

Posted: Sun Jan 27, 2013 12:18 pm
by Sheogorath
Wouldn't the missile's special effect the fact that it can travel infinitely long distances? Perhaps it could gain slowly gain speed over time, however.

Re: long ranged missles

Posted: Sun Jan 27, 2013 5:02 pm
by Racism Minerbane
Spawn robot on enemies cruiser.

Re: long ranged missles

Posted: Mon Jan 28, 2013 7:04 pm
by Red-Rocket
could be cheap and not hit hard or we can just implement it to the predator missile as some sort of upgrade from standard to long range as that is the only missile that can really benifit being used long ranged while the rest are meant for up close combat

Re: long ranged missles

Posted: Fri Feb 01, 2013 6:07 pm
by Racism Minerbane
Launch a warhead that does high damage to shields and hull but is incredibly slow, appears on random scans and can be shot down by small ships / cruiser weapon console / any projectile

Possibly you launch a predator to put a tracker on the enemy BC so that your stronger warheads can track in on it then deal some serious damage.

Make the damage perhaps scale with how far the target is away from you preventing people from just shooting them in the middle of a cruiser fight.

Re: long ranged missles

Posted: Wed Feb 13, 2013 8:54 pm
by Red-Rocket
Maby there can be a seperate missle launcher (or 2 between the 3 missle launchers on each side) that can be loaded with long range missles or instead have them be anti missles or speciel missles that dont do damage

Re: long ranged missles

Posted: Sat Mar 02, 2013 2:59 pm
by Corinthian
I love the idea of long range missiles, but asteroids would render this tactic cost-prohibitive.
An upgrade that could be researched is:

Missile Phase Technology - After this upgrade, missiles would only impact enemy ships, they would not impact asteroids.

Re: long ranged missles

Posted: Sat Mar 02, 2013 3:45 pm
by Racism
IF rockets had unlimited range and could phase through asteroids then sniping with rockets would be 100% viable and every possible but the short would be so incredibly hard to make that I love the idea of it. Stupid people who stay in place for 30+ seconds will be the only people who suffer (That or a parked cruiser, which is also part of what we want to accomplish I think?)

Regardless, I'd like an update on this thread. What are we going to be doing for long range misstles? Because I'd love to hear what implementations are planned.

Re: long ranged missles

Posted: Sun Mar 03, 2013 5:18 am
by DumbMarine
I'd rather long range missiles get 'phasing' for free, they'd be useless without it. It'd be like getting siege tanks without siege tech.