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Topic Summary

Posted by: DarthRevansRevenge
« on: March 14, 2017, 12:59:50 PM »

well, that's also obvious. i'm talking about the ship mounted missiles
Posted by: HobbesHurlbut
« on: March 14, 2017, 12:24:14 PM »

anyway, missiles usual weren't massive things you launched at enemies like in our world. they were pretty standard in size for the most part. there were some variants(seen in New Jedi Order, Vector Prime; and in Legacy of the Force, Betrayal) used to hit planets, but mostly they were mostly anti-capital ship or anti-shield
http://starwars.wikia.com/wiki/Assault_concussion_missile 

Look up Victory SD I entry. The editors give her two loadouts, the first being the concussion missile based and the 2nd being the assault concussion missile based whose launchers are a quarter of the number of the first loadout's concussion missile launchers. So you have the impression that assault concussion missiles are more powerful and most likely massive than the ones on the starfighters
Posted by: DarthRevansRevenge
« on: March 14, 2017, 12:17:37 PM »

anyway, missiles usual weren't massive things you launched at enemies like in our world. they were pretty standard in size for the most part. there were some variants(seen in New Jedi Order, Vector Prime; and in Legacy of the Force, Betrayal) used to hit planets, but mostly they were mostly anti-capital ship or anti-shield
Posted by: HobbesHurlbut
« on: March 14, 2017, 12:11:42 PM »

It's not really an issue of care, especially with multiple arcs. EaW treats the different hardpoints as their own thing, so quite often it'll start turning to get into range and it'll start shooting with one, then let the opportunity targeting take the rest. Even if you only allow them to target capital ships, and the player gives specific targeting instructions, you'll end up spreading and wasting a lot more shots than you like, and with a minute long recharge time, that would get frustrating.
Yeah that's what I'm seeing. I would think it's up to players if they want to mod in their assault concussion missiles. I know if I do...I would try to balance it with reload time.
Posted by: Corey
« on: March 14, 2017, 12:03:18 PM »

It's not really an issue of care, especially with multiple arcs. EaW treats the different hardpoints as their own thing, so quite often it'll start turning to get into range and it'll start shooting with one, then let the opportunity targeting take the rest. Even if you only allow them to target capital ships, and the player gives specific targeting instructions, you'll end up spreading and wasting a lot more shots than you like, and with a minute long recharge time, that would get frustrating.
Posted by: HobbesHurlbut
« on: March 14, 2017, 12:00:15 PM »

Well if you do get around testing out 'heavy' missile launchers, I would reason that the simplest way is to scale up damage and scale down their reload time proportionally. So the essence of the heavy/assault would be their alpha/burst damage potential. if the assault concussion does twice damage (base) over the standard concussion, the reload time would be twice as slow as the standard concussion.

Of course, if you aren't careful about targeting before the launchers are in range you would have to wait a goodly moment for them to finish reloading!
Posted by: Corey
« on: March 14, 2017, 11:36:27 AM »

There are. All concussion missiles and proton torpedoes in the mod are primarily anti-ship. Having the ones on capital ships be stronger than the ones on fighters would make those capital ships be pretty much broken, since the ones on bombers are incredibly powerful against ships in the first place. We may end up making variants where one does way less against fighters than it currently does (in that it can't hit them) and the other hasn't got a damage multiplier against capital ships, but ultimately that amounts to a significant nerf to everything using missiles.


If we were to make an assault conc missile of that style, where a few could blow up a target entirely, we'd need to be able to introduce a balancing mechanism the game doesn't currently allow, since those would typically be balanced by the ships having very few in lore (large missiles take up a lot of space) and Eaw doesn't support a payload system. We're trying to explore as much as we can with LUA, but it's the kind of thing where it's hard to know what the game will acyually allow to function until after it's done (it's usually messy), and it can be frustrating when an auto-target throws away all of your limited ammo.

we try to represent the lore as well as we can in as many places as we can, but we're also trying to make a game, and we're trying to make it an an engine that doesn't support as many functions as one might like. Lore is also contradictory and messy in a lot of places, and a lot of things that were introduced as author fluff don't make sense in a game (after all, it's not a representation of something that actually happened; it's a bunch of authors making up their own stuff independently and some messy attempts to retcon it afterwards into something consistent).
Posted by: HobbesHurlbut
« on: March 14, 2017, 09:24:03 AM »

What is the reason there's no assault ("heavy") concussion or proton missiles for Capital Ships?
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