02-01-2016, 09:36 AM
So this was an idea I already threw to one of the devs, but I wanted to share it with the rest of you peeps to see if this was worth considering. TL;DR this could be a good way to simulate ''clips'' and ''salvos'' in Disco-verse with a more or less simple (I think..) hook.
So right now how a missile works is that you have a certain amount of ammo, which is launched at a certain refire speed depending on the missile launcher and in the case of capship missiles - uses a certain amount of energy as well as a limited ammo pool in order to balance damage over time.
Now the fact that capital ship missiles suddenly use both ammo and energy to fire has mostly been discussed already, but this idea could take a certain spin on the whole mechanic, be it a good way or not.
Basically, it boils down to having a large launcher which holds, say, 5 missiles for cruisers.
They can be fired without much energy usage (enough not to be able to fire them out of cruise), and their refire speed is very rapid - say 1.00 or such. Meaning you can launch all five of them if you want and then you have the ship systems start reloading the missiles for another salvo.
All the hook needs to do is detect when you have 0 ammo and start a timer. Say - 1 minute. After which 5 ammo, depending on the missile turret, is added to your hold. (I am not sure how to make sure you do not get more than 5 missiles if you happen to tractor some during the reload).
This could also be an interesting version for solaris turrets. They could be ammo based, take up cruiser/gb/BS heavy slots and would have much more damage than now, but would require a reload time depending on the ship class. This would make solarboats pretty devestating, but would have them become punching bags the moment their reload kicks in.
Random idea.
So right now how a missile works is that you have a certain amount of ammo, which is launched at a certain refire speed depending on the missile launcher and in the case of capship missiles - uses a certain amount of energy as well as a limited ammo pool in order to balance damage over time.
Now the fact that capital ship missiles suddenly use both ammo and energy to fire has mostly been discussed already, but this idea could take a certain spin on the whole mechanic, be it a good way or not.
Basically, it boils down to having a large launcher which holds, say, 5 missiles for cruisers.
They can be fired without much energy usage (enough not to be able to fire them out of cruise), and their refire speed is very rapid - say 1.00 or such. Meaning you can launch all five of them if you want and then you have the ship systems start reloading the missiles for another salvo.
All the hook needs to do is detect when you have 0 ammo and start a timer. Say - 1 minute. After which 5 ammo, depending on the missile turret, is added to your hold. (I am not sure how to make sure you do not get more than 5 missiles if you happen to tractor some during the reload).
This could also be an interesting version for solaris turrets. They could be ammo based, take up cruiser/gb/BS heavy slots and would have much more damage than now, but would require a reload time depending on the ship class. This would make solarboats pretty devestating, but would have them become punching bags the moment their reload kicks in.
Random idea.