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Forum Index » » Developer Feedback » » IT missile suggestion.
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 Author IT missile suggestion.
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-07-23 16:25   
Ok here are the specs of the current IT missile

Ion Tracking Missile

Damage: 3750 - 5000
Travel speed: 55Gu/s
Ammo: 5
Range: 2500
Reload: 30 seconds
Fire time: 0.5 seconds
Energy: 2.4


Ok i suggest we split the IT missile idea into 3 types.


Ion Tracking Interceptor Missile
Scientist noted that the standard IT missle had a minimal effect on the smaller enemy space craft.
While they noted the failure of the IT on that area the did see that the AR missile had quite some success in the area.
It was then decided that a hybrid would be made. they would sacriface payload and range to add speed and manouverabilety to counter the agile craft.

Damage: 2000 - 2750
Travel speed: 55Gu/s
Ammo: 15
Range: 1500
Reload: 20 Seconds
Fire Time: 0.2
Energy: 1.8



Anti Capital Tracking Missile
A suden breakthrough in capital ship alloy development lead to an dramatic increase of the hulls of those ships.
Ignoring this both human factions fought and became seemingly aware that the once hull tearing IT missile had lost its fangs on the larger ships.
Development was started on an Anti capital ship missile.
A great deal of speed and tracking were stripped to improve the missiles range and give the missile a MASSIVE payload.
Shamefully due to its low speed its effect on cruisers was minimal due to the fact it could be dodged whit ease if not destroyed by Point defenses.
Even dreadnoughts could evade the missile whit some luck if the point defense was not online but that did not change the fact that IF the missile hit its damage would be immense let alone a salvo that hit.

Damage: 5000 - 6500
Travel speed: 35Gu/s
Ammo: 3
Range: 3500
Reload: 40 Seconds
Fire Time: 2.0 * you press fire and the missile comes out 2 secs later to avoid it being used as a dumb fire weapon *
Energy: 3.5
** NOTE **
The 2 sec fire time come AFTER the reload is completed.
Also its tracking capabilety would be equal to the to the Fusion torpedo.
** NOTE **


*** FACTION SPECIFIC TECH **


Fusion Ion Tracking Missile--- ** ICC **
To counter the cruiser threat the standard IT missile was only given a payload increase using a similar process as whit the Fusion Torpedo.
Also it ammo ammount was increased to improve combat effectiveness.

Damage: 4250 - 5500
Travel speed: 55Gu/s
Ammo: 10
Range: 2500
Reload: 30 seconds
Fire time: 0.5 seconds
Energy: 2.4


AntiMatter Ghost Missile--- ** K'Luth ** Idea of baikon nice work
The latest K'Luth missle, their answer to our Ion Tracker Missle, is the Ghost Missle. Based on video footage, and unexploded warheads found on hulls of destroyed ships the Kluth modified salvaged Anti Capital Tracking Missile into this deadly stealth weapon.
Its characteristics were taken from the Psi missile while lowering its actual payload to do so the missile did gets its stealth abilety.

Damage: 4500-5750
Travel speed: 35 Gu/s
Ammo: 6
Range: 1600
Reload: 45 seconds
Fire time: 2.0 seconds
Energy: 3.4
** NOTE **
The 2 sec fire time come AFTER the reload is completed.
Also its tracking capabilety would be equal to the to the Fusion torpedo.
** NOTE **
Turning speed is worse then the IT Missle and tracking the same or nearly the same as a AM torpedo.

** UGTO **
no idea yet come on ppl let those grey cells work.

All of these weapons should be mounted on the Heavy weapon slot for use.
Not only can a ship be outfitted even more for a single purpose it also increases the variety of weapons a bit




_________________

they are the first ones to in a battle and the last ones to come out a battle.
Thus is the destroyers fate.

[ This Message was edited by: Axianda *XO* on 2003-07-24 13:30 ]
_________________

- Axi

Drouid
Cadet

Joined: October 27, 2002
Posts: 131
From: U.S.A.
Posted: 2003-07-23 17:54   
i must say not a bad idea.
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* [*TS*]Axianda *XO* whispered \"oh very funny..... ha ha ha.... Hello boys I'M back!!!

Narrator
Ensign

Joined: July 23, 2003
Posts: 16
Posted: 2003-07-23 18:08   
nice idee
gives a more range or missiles for special uses
would love to see 2 diferent AR and SPI missiles as wel
_________________


jedi42
Grand Admiral
Evil Empires Inc.

Joined: February 25, 2002
Posts: 478
From: jedi42
Posted: 2003-07-23 21:49   
i want a really big missile with 10,000 gu range that goes 80 gu / sec and got be shot down by PD

it should be on stations.

1 shot every 10 minutes.

deathstar, style.
_________________
jedi42, darkjedi42, [drunk], hoid o' toitles, evil, rum, cl2k drainer, gdi, {C?}, hive teets, fusion mating, perfect cloud formation, death star, point jump, tractor scout, torp det, def cluster, cloaked elf

jedi42
Grand Admiral
Evil Empires Inc.

Joined: February 25, 2002
Posts: 478
From: jedi42
Posted: 2003-07-23 21:49   
i'd like a missle too that could disable a jump drive to keep someone from running.

or a missile that could chase someone through jump.
_________________
jedi42, darkjedi42, [drunk], hoid o' toitles, evil, rum, cl2k drainer, gdi, {C?}, hive teets, fusion mating, perfect cloud formation, death star, point jump, tractor scout, torp det, def cluster, cloaked elf

Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2003-07-23 22:43   
We all know that K'Luth only have 1 type of missle. This idea would give the human factions more missle types, but leaves the K'Luth relatively missleless.

So here's my K'Luth missle addon

The "Ghost" Missle

The latest K'Luth missle, their answer to our Ion Tracker Missle, is the Ghost Missle. Based on video footage, and unexploded warheads found on hulls of destroyed ships, this missle seems to be equipped with a Cloaking Device. Unfortunately, even scanners can't pick them up. They are slower then our ITs, and a little less manuverable, but this is more then made up for for the ability to cloak. Its tracking systems seem to not be able to pick up ships through its cloaking field, and therefore, must decloak, check the position of its target ship, adjust course, and then recloak. At about 300 gu from its target, is the last recorded location of one of these missles, where it decloaked, and became visable. It then cloaked at about 260 gu, barely out of range of it's target's lasers, and was last detected hitting it's target's hull. Upon the last cloak before hit, it seems to become a dumbfire weapon, unable to pick up its target. Other records show that these missles will rarely hit anything cruiser sized and smaller, it is devastetingly effective against Drednought and Station hulls, as they are slower, and have much less manuverability. Standardly, if it does miss, it keeps going for a total of 500 gu, and then checks its target's location, realigns, and attemps to hit again. It is given this name, because of the short time it is detectable, and then reappears a good 400-500 gu away. (Visible for 100 gus.. about 3-4 seconds)(Skipper Missle might be a better name)

Damage: 5000-6500
Travel speed: 35 Gu/s
Ammo: 6
Range: 2800
Reload: 45 seconds
Fire time: 0.5 seconds
Energy: 3.4
Turning speed is worse then the IT Missle

Reload and energy are higher due to the increased payload. Speed and turning were decreased as well.
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


HellGremlin
Cadet

Joined: June 24, 2003
Posts: 91
From: Toronto, Ontario, Canada.
Posted: 2003-07-23 23:25   
Sounds like a Wing Commander "Skipper" missile.
_________________

'Good day, gentlemen. Time to die.' - Attributed to Warmaster
Harlan Stratholme of the UGTO Strategic Command at the Battle
of Procyon, 2267.

  Goto the website of HellGremlin
Max Kepler
Fleet Admiral
Templar Knights


Joined: March 08, 2002
Posts: 589
From: ICS Victory
Posted: 2003-07-24 01:10   
Heh. Almost exactly like it

Here's a few more suggestions, and they are only suggestions. Possibilities to add.

Anti-matter Tracker (AMT) Missile

Advances in tracking and the study of anti-matter emissions from K'luth ships have led to the development of a new type of tracking missile. However, because of the delicate equipment required for the missile to do its job, improvements on range, payload, and ammunition were made obsolete for this weapon. But the advantage of the missile more than makes up for this -- the weapon is designed to target cloaked K'luth ships, track them, and destroy them.

Damage: 4000 - 4500
Travel speed: 45Gu/s
Ammo: 5
Range: 2000
Reload: 30 seconds
Fire time: 0.5 seconds
Energy: 2.5
-You must target a detected (not necessarily uncloaked) K'luth ship to fire; if the contact is lost, however, the weapon continues to track its target

(Oy. Ran out of time. I'll edit in s'more later.)
_________________


  Email Max Kepler   Goto the website of Max Kepler
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-07-24 06:41   
Quote:

On 2003-07-23 22:43, Baikon wrote:
We all know that K'Luth only have 1 type of missle. This idea would give the human factions more missle types, but leaves the K'Luth relatively missleless.

So here's my K'Luth missle addon

The "Ghost" Missle

The latest K'Luth missle, their answer to our Ion Tracker Missle, is the Ghost Missle. Based on video footage, and unexploded warheads found on hulls of destroyed ships, this missle seems to be equipped with a Cloaking Device. Unfortunately, even scanners can't pick them up. They are slower then our ITs, and a little less manuverable, but this is more then made up for for the ability to cloak. Its tracking systems seem to not be able to pick up ships through its cloaking field, and therefore, must decloak, check the position of its target ship, adjust course, and then recloak. At about 300 gu from its target, is the last recorded location of one of these missles, where it decloaked, and became visable. It then cloaked at about 260 gu, barely out of range of it's target's lasers, and was last detected hitting it's target's hull. Upon the last cloak before hit, it seems to become a dumbfire weapon, unable to pick up its target. Other records show that these missles will rarely hit anything cruiser sized and smaller, it is devastetingly effective against Drednought and Station hulls, as they are slower, and have much less manuverability. Standardly, if it does miss, it keeps going for a total of 500 gu, and then checks its target's location, realigns, and attemps to hit again. It is given this name, because of the short time it is detectable, and then reappears a good 400-500 gu away. (Visible for 100 gus.. about 3-4 seconds)(Skipper Missle might be a better name)

Damage: 5000-6500
Travel speed: 35 Gu/s
Ammo: 6
Range: 2800
Reload: 45 seconds
Fire time: 0.5 seconds
Energy: 3.4
Turning speed is worse then the IT Missle

Reload and energy are higher due to the increased payload. Speed and turning were decreased as well.




i like it BUT since it has such a massive payload and cloacking i think a scanner should work for the entire fleet.

Also might i suggest the following change * it has way to much plus sides on its counter part the anti capital *

Damage: 4500-5750
Travel speed: 35 Gu/s
Ammo: 6
Range: 1600
Reload: 45 seconds
Fire time: 2.0 seconds
Energy: 3.4
Turning speed is worse then the IT Missle

remember its has the cloak on its side and that a HUGE advantage also i added the firetime to 2.0 just keep your target for 2 secs in your sight and fire


all in all a good idea its gives the Kluth a longrange heavy hitter and a good replacement for the AM torp.

also if you agree whit the loadout i gave it baikon i want to put it in the main idea under Kluth tech.

any UGTO in here make an UGTO missile * ICC have the Fusion IT then *
_________________

they are the first ones to in a battle and the last ones to come out a battle.
Thus is the destroyers fate.

[ This Message was edited by: Axianda *XO* on 2003-07-24 06:43 ]
_________________

- Axi

Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-07-24 06:59   
Hope to see these ingame!
_________________


  Goto the website of Barthezzz
Deathscythe
Admiral

Joined: November 30, 2002
Posts: 420
From: The netherlands
Posted: 2003-07-24 08:00   
disrupter missel
for resetting the charge time for the jd
_________________


http://deathmut.myminicity.com/


  Email Deathscythe
Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2003-07-24 13:22   
Wing Commander? Never played that game.
Axianda, your changes look about right, I agree with them.

However, some changes of my own.

Rather then comeing out of cloak, as described before, they REMAIN cloaked after launch. However, scanners can pick them up. Since there is no engine trail of a cloaked ship, this makes the missile completely invisible, and adds a new need for scanners. Which would mean a need for more ship diversity.
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


HellGremlin
Cadet

Joined: June 24, 2003
Posts: 91
From: Toronto, Ontario, Canada.
Posted: 2003-07-24 13:32   
In Wing Commander, the Kilrathi fired missiles at a planet which carried bio-weapons. The missiles themselves were huge bastards that would be easy to intercept, were it not for the fact that they had cloaking devices. They had to drop out of cloak every now and then to correct their course, and you had to hunt them down and bag them when they decloaked. Tres fun mission.
_________________

'Good day, gentlemen. Time to die.' - Attributed to Warmaster
Harlan Stratholme of the UGTO Strategic Command at the Battle
of Procyon, 2267.

  Goto the website of HellGremlin
Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2003-07-24 13:37   
Currently the UGTO are supposed to be the balance of all the races.

The UGTO Heavy IT Missile:

This is a more heavily armored version of the current IT missle. When you find something that works, you try to duplicate it into something better. This version, although slower and more energy conesumeing to fire, has increased armor, and therefore, can take almost 2x the damage of the current IT missile. As well, its size is slightly increased. This allows for a slightly larger payload. Because of its larger size/mass, turning speeds are reduced. It generally works on the same principles that the IT missle was created on.

Damage: 3800 - 5250
Travel speed: 45Gu/s
Ammo: 5
Range: 2000
Reload: 30 seconds
Fire time: 0.5 seconds
Energy: 4.0
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


AdmiralChaos III
Midshipman

Joined: January 21, 2003
Posts: 179
Posted: 2003-07-24 13:44   
Quote:

On 2003-07-23 16:25, Axianda *XO* wrote:
Ok here are the specs of the current IT missile

Ion Tracking Missile

Damage: 3750 - 5000
Travel speed: 55Gu/s
Ammo: 5
Range: 2500
Reload: 30 seconds
Fire time: 0.5 seconds
Energy: 2.4


Ok i suggest we split the IT missile idea into 3 types.


Ion Tracking Interceptor Missile
Scientist noted that the standard IT missle had a minimal effect on the smaller enemy space craft.
While they noted the failure of the IT on that area the did see that the AR missile had quite some success in the area.
It was then decided that a hybrid would be made. they would sacriface payload and range to add speed and manouverabilety to counter the agile craft.

Damage: 2000 - 2750
Travel speed: 55Gu/s
Ammo: 15
Range: 1500
Reload: 20 Seconds
Fire Time: 0.2
Energy: 1.8



Anti Capital Tracking Missile
A suden breakthrough in capital ship alloy development lead to an dramatic increase of the hulls of those ships.
Ignoring this both human factions fought and became seemingly aware that the once hull tearing IT missile had lost its fangs on the larger ships.
Development was started on an Anti capital ship missile.
A great deal of speed and tracking were stripped to improve the missiles range and give the missile a MASSIVE payload.
Shamefully due to its low speed its effect on cruisers was minimal due to the fact it could be dodged whit ease if not destroyed by Point defenses.
Even dreadnoughts could evade the missile whit some luck if the point defense was not online but that did not change the fact that IF the missile hit its damage would be immense let alone a salvo that hit.

Damage: 5000 - 6500
Travel speed: 35Gu/s
Ammo: 3
Range: 3500
Reload: 40 Seconds
Fire Time: 2.0 * you press fire and the missile comes out 2 secs later to avoid it being used as a dumb fire weapon *
Energy: 3.5
** NOTE **
The 2 sec fire time come AFTER the reload is completed.
Also its tracking capabilety would be equal to the to the Fusion torpedo.
** NOTE **


*** FACTION SPECIFIC TECH **


Fusion Ion Tracking Missile--- ** ICC **
To counter the cruiser threat the standard IT missile was only given a payload increase using a similar process as whit the Fusion Torpedo.
Also it ammo ammount was increased to improve combat effectiveness.

Damage: 4250 - 5500
Travel speed: 55Gu/s
Ammo: 10
Range: 2500
Reload: 30 seconds
Fire time: 0.5 seconds
Energy: 2.4


AntiMatter Ghost Missile--- ** K'Luth ** Idea of baikon nice work
The latest K'Luth missle, their answer to our Ion Tracker Missle, is the Ghost Missle. Based on video footage, and unexploded warheads found on hulls of destroyed ships the Kluth modified salvaged Anti Capital Tracking Missile into this deadly stealth weapon.
Its characteristics were taken from the Psi missile while lowering its actual payload to do so the missile did gets its stealth abilety.

Damage: 4500-5750
Travel speed: 35 Gu/s
Ammo: 6
Range: 1600
Reload: 45 seconds
Fire time: 2.0 seconds
Energy: 3.4
** NOTE **
The 2 sec fire time come AFTER the reload is completed.
Also its tracking capabilety would be equal to the to the Fusion torpedo.
** NOTE **
Turning speed is worse then the IT Missle and tracking the same or nearly the same as a AM torpedo.

** UGTO **
no idea yet come on ppl let those grey cells work.

All of these weapons should be mounted on the Heavy weapon slot for use.
Not only can a ship be outfitted even more for a single purpose it also increases the variety of weapons a bit




_________________

they are the first ones to in a battle and the last ones to come out a battle.
Thus is the destroyers fate.

[ This Message was edited by: Axianda *XO* on 2003-07-24 13:30 ]



Now this is one of your better ideas great job axiandra
_________________


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