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Proximity fuses on projectile weapons |
Astral Viper Cadet
Joined: February 27, 2003 Posts: 343
| Posted: 2003-12-12 09:03  
I see people talking about proximity fuses for mines but it would also be a good idea for the other projectile weapons too like missles and torpedos. Much like the missles and torpedos of today. Or is it just me wondering why weapon tech jumped back a little after so many years
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Tiffy Rando Grand Admiral
Joined: January 19, 2003 Posts: 354 From: Austin, Texas
| Posted: 2003-12-12 09:10  
... good thought, except it would eliminate manual detonation, which would take a certain element away from the game... although proximity fuses on artillery type weapons such as missiles would be nice... or a pain in the arse
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Astral Viper Cadet
Joined: February 27, 2003 Posts: 343
| Posted: 2003-12-12 09:22  
Im not tryinh to remove an aspect of the game im jut being relistic. What would u do if you were a weapons designer? How would u make your weapons do the most damge even if they missed?
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[ This Message was edited by: Astral_Viper on 2003-12-12 09:25 ]
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GTN wasnt just a Fleet it was a Family we all were and still are and always will be brothers in our hearts.
From the ashes of Earth we rise like a pheonix spreading our wings
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Rocki Grand Admiral
Joined: August 13, 2002 Posts: 1029
| Posted: 2003-12-12 09:36  
Quote:
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On 2003-12-12 09:22, Astral_Viper wrote:
Im not tryinh to remove an aspect of the game |
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erm yes you are... manual detonation...
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| im jut being relistic. What would u do if you were a weapons designer? How would u make your weapons do the most damge even if they missed? |
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manually detonate them? not that many weapons have proximity sensors to my knowledge...
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[ This Message was edited by: Rock on 2003-12-12 09:38 ]
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Akuma Fleet Admiral
Joined: January 04, 2003 Posts: 52
| Posted: 2003-12-12 10:32  
I say leave them the way they are. It's the future after all..
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Pope Fleet Admiral
Joined: June 11, 2002 Posts: 2449 From: World of tomorrow
| Posted: 2003-12-12 11:01  
F should just implement a sandbox cpu with sensor and drive i/o for each projectile so we can write our own smart weapons within the limits of made-available cpu power, sensorics and engine capabilities.
that would certainly get rid of this 2-week interval reanimated topic.
PS: im afraid we might get "pcms need better long-range scanners" whine posts then instead, dang.
[ This Message was edited by: Kamikaze Baron von Richthofen on 2003-12-12 11:02 ]
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2003-12-12 14:08  
It makes perfect sense, we have these sort of things Now for Pete's sake, why not 200+ years in the future?
But, it does take away manual detonation, a very important aspect of the game and the only way the otherwise nigh-invincible UGTO Heavy Supply armed with Sabots (my favorite ship) can survive against an AC with AM torps.
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[ This Message was edited by: Bobamelius on 2003-12-12 14:08 ]
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2003-12-12 15:41  
On torpedoes: no
On IT missiles and mines: yes
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Astral Viper Cadet
Joined: February 27, 2003 Posts: 343
| Posted: 2003-12-12 17:01  
its just a suggestion no need to get upset every good idea has wrinkles. So the torps are beter with out fuses im not upset but i think it would an especialy good idead for the missles since not a single surface to air or air to air missle that i know of in our arsenal (US) is designed to blow on impact they all have prox fuses.
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GTN wasnt just a Fleet it was a Family we all were and still are and always will be brothers in our hearts.
From the ashes of Earth we rise like a pheonix spreading our wings
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Antdizzle
Joined: February 07, 2003 Posts: 860
| Posted: 2003-12-12 17:09  
proxys only on mines (its anooying when ya got to blow them ALL
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Demorian Fleet Admiral Galactic Navy
Joined: October 06, 2001 Posts: 3406 From: Charlotte, North Carolina
| Posted: 2003-12-12 17:25  
How about a compromise?
Allow manual detonation of energy weapons like torpedoes, while entirely mechanical missile weapons will detonate automatically as they pass by a ship.
Would suck for playing "Dance of the Sugarplum Scouts" though... so much fun down the drain.
-Dem
PS. As for mines? Please. They're overpowered already, do you really want to increase the risks to your ship when you could instead manage to impressively dodge an invisible minefield?
[ This Message was edited by: Demorian on 2003-12-12 17:26 ]
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Tbone Grand Admiral
Joined: July 21, 2001 Posts: 1756 From: Vancouver
| Posted: 2003-12-12 19:14  
Quote:
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On 2003-12-12 17:25, Demorian wrote:
As for mines? Please. They're overpowered already, do you really want to increase the risks to your ship when you could instead manage to impressively dodge an invisible minefield?
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Well, with mines as they are now, no I wouldn't want that. When mines are rebalanced and player suggestions can be taken once again, we will see.
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$yTHe {C?} Grand Admiral Sundered Weimeriners
Joined: September 29, 2002 Posts: 1292 From: Arlington, VA
| Posted: 2003-12-12 20:48  
Well, this isnt about the proximity stuff, but i think switch brought up a good point. It would be nice if we could detonate the mines of our choice, not all of them at once
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SmellyTerror Cadet
Joined: September 24, 2003 Posts: 52 From: Canberra
| Posted: 2003-12-13 01:38  
Regarding realism: if this was realistic then we'd be programming and firing drones at ranges that meant we'd never even see the enemy. It'd be a battle of wits, submarine-warfare style. Our "view" would consist of numbers and graphs and statistics. And although it's possible that someone could make that game in a way that was fun (give me another ten years), it just wouldn't be Darkspace.
Realism is never an argument for a change to a game like this - fun is all that counts.
...and it's fun to dodge missiles!
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Teager Cadet
Joined: May 29, 2001 Posts: 317 From: St Augustin, Germany
| Posted: 2003-12-13 06:10  
This one get's a clear "no" from me.
Torpedos: As already mentioned, it would not need any skill anymore to use them. Just hammering the Spacebar is imho not really skill.
Missiles: you could not distract the planetary defense with smaller ships anymore because they would take damage slthough the missiles miss them.
The only thing which might be nice are proximity mines. Although it makes things alot easier for offensive miners.
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