 Discrodia Gallente Symbiosis International Moose Alliance |
Posted - 2009.12.01 20:05:00 - [ 1]
Basically, we all know that in the real world most every battleship or cruiser has, in addition to a bunch of guns for shooting big ships, a bunch of itty-bitty guns that shoot at missiles, aircraft, and small ships that they can't hit with the big cannons. And we also know that a lot of people don't want battleships to become "solopwnmobiles". So I think I have a solution.
My solution is to add a new class of weapon called "the point defence turret". Each class of weapons (laser, projectile, hybrid, missile) would have them. As far as graphics go, each 'gun' would appear as a quad-set of gatling lasers/cannons/rails or as a small cluster of rocket pods mounted on a turret. Their firing animation would just be a small storm of machinegun/lasers/slugs/missiles shooting at up to 5 random targets within 10km.
They would target missiles, drones, and then frigates, in that order of priority (IE each cycle the system would first shoot missiles, then drones, then frigates.) The weapon would do minimal damage (15 or so tops) of the racial racial damage type of the weapon. The fitting cost would be 200pg and 40tf, but destroyers would recieve a 95% reduction in powergrid and 50% reduction in CPU costs. The ammo supply would be 40 rounds max, so as to prevent abuse in the form of a permanant missile shield. Capacitor drain would be in the 50gj range, but destroyers would have this cut by 50%. They would require level 5 in their respective small weapon skills to use.
The main purpose of this weapon would be to engage drones and missiles, and also to give destroyers a new role of cheap missile/drone defence in large fleets. As it only tracks 5 targets per gun at a time, the computations in the server would be less complex than a smartbomb, so it would not greatly increase lag. Plus, who wouldn't like to see their ship shooting a zillion little projectiles at those drones attacking them? |
 tritarian
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Posted - 2009.12.02 18:52:00 - [ 3]
Discrodia please allow me to throw my 0.02 ISK into this idea with some of my ideas and some numbers.
First the current mechanic uses "defender Missiles" these missiles are no more than ammo to fit in any existing launcher that automatically track and chase down incomming missiles. The damage that these defender missiles is 70hp's of explosive damage and travel 7500 m/sec (base before skills and mods)
Lets look at the targets of the point defense weapons. Rockets: 70hp @ 2250 m/sec Standard missiles: 70hp @ 3750 m/sec heavy missile: 70hp @ 3750 m/sec Heavy assault: 70hp @ 2250 m/sec cruise missile: 70hp @3750 m/sec Standard torps: 280hp @ 1500 m/sec Citadel torp: 1920hp @ 1100 m/sec Citadel cruise: 1920hp @ 3500 m/sec light/heavy/cruise F.O.F missile: 70hp @ 3750 m/sec
Now the proposed weapon needs to be able to track a target flying right at it. I would recommend either 3 sizes of weapons (small, medium or large) or ammo/crystal in the same sizes for existing guns. Obviously using existing guns and a special ammo would be mirroring what is already in place. Assuming this using high rate of fire high tracking weapons, ex Pulse lasers, Autocannon projectile, either blaster or gatteling rail gun for hybrid. Using small turrets should be best to track the fast moving rockets, standard missiles. These should have no more range than 10km and should take only one solid hit (maybe two) per missile taken down. Using medium turrets should one hit heavy or cruise missiles and need multiple hits to take down standard torps with about a 15-20km range Using large turrets should be able to take out a standard torp, and take at least 3 shots to hit the citadel torps/cruise missiles. To help with balance the large turrets should not be able to track anything faster than a missile traveling at 1150 m/sec. Also the medium turrets should not be able to effectivly take down standard torps or capital missiles. This would lead to small turrets being used for most of the work. With their limited range and only being able to take out maybe 2-3 missiles per turret would still offer a good deal of protection.
example of ammo for a small turret Defender small projectile ammo: 35 kinetic 35 explosive range bonus 50% charge size small tracking speed multiplier: 1.50 usable only in small auto-cannon projectile weapons
As far as the rest of the ammo it would follow the same line and just scaled up for the increase in size of the targets. IF you want to take out drones or frigs, use standard small turrets, or your own drones if able IMO.
I hope this helps a little. |