HotSake wrote:I wonder if it's possible to make ECM interesting. What if it:
- was powered by shield/laser/engine power, making it a gamble that the missile is more dangerous than the combat handicap?
- was directional and only affected missiles in a cone in front of you/behind you/centered on target missile?
- had an area and only affected missiles in a given radius around the target missile?
- was used offensively to scramble an attacker's guidance, causing any missiles it launched for a short period to harmlessly self destruct?
The main problem I have with any such ECM systems is that they are not interactive.
The player doesn't have to
do anything differently for it to work. He cannot
see it work.
With turrets you can watch them track and engage incoming missiles. That is
real.
It also should not be a micromanagement nightmare like having to target every missile individiually to make it go boom.
That would get old real quicklike.
Non-interactive systems are very hard to balance and even harder to put on a good show with them.
The MARS cargo collection is practically
all show. In comparison, it would have taken a trivial effort to just beam all cargo within x km into the cargo hold.
There are a few scripts which do exactly that.
But it wouldn't have looked real to me.
It's a game. Putting up a good show and entertaining the player is the prime directive.
Roger L.S. Griffiths wrote:I suppose the key point is what is being addressed by this thread? Are we saying that missiles are not effective enough or that the ships are unable to defend themselves effectively?
Technically, I was investigating a way to make missiles harder to hit.
This would have been the first brick to build
something like this.
So far it looks like it
will not be possible to generally balance all lasers to achieve the goal.
And when a problem is not solveable, do the obvious. Change the problem. =P
What if... a single laser would be the only laser allowed to engage missiles?
Could simply call it a Point Defense Laser, even supply different versions on the same laser ID.
The rationalisation would be that it's some kind of gatling laser that fires a whole cloud of bullets, which is the only reliable way to hit missiles.
The firing sound would be changed to something like a chaingun burst.
With being able to adjust
all laser stats around this particular purpose, it might work?
Obviously, turret scripts would have to be rewritten to understand the limitation.
Unlike other suggestions to
generally dumb down turret scripts, this way would have a much better story to go with it and the clear goal of improved balance.
Much easier to sell than: Download this to make your turrets dumber!