Weapon balance for the future
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- Posts: 193
- Joined: Tue Apr 27, 2010 6:35 am
Weapon balance for the future
Having read through some of the other threads and seeing that it is something that is going to be addressed soon, how do you think weapon balance should be adjusted. Taltamir has posted some interesting numbers.
I'll try to keep my own ideas simple and within the current game mechanics, so here are some semi-random thoughts.
Torpedoes are king.
As it stands, torpedoes are king. Load up enough and you can demolish an enemy easily.
What are torpedoes? Per the in-game description, they are a bolt of energy that homes in on their target. I have a problem with any bolt of energy homing in on anything, but I can see some ways that might be plausible.(static discharges) I'd prefer to think of them as some sort of plasma ball that just moves in a straight line. Especially considering how slow they are.
Some ways I can think of to counter is are to make them easier to evade. Smaller ships get a bonus to evasion and vector thrusters would also affect it.
This obviously would not apply to stationary objects like bases and deployed resupply ships so they would need some sort of point defense. Said point defense would spit out tons of chaff which disrupts the torpedo's cohesion and destroys it before contact. Point defense could be fitted to ships as well, but should have a large static energy to encourage use only on larger vessels.
Beam weapons would then recover some desirability as they are more effective against smaller vessels and point defense while torpedoes are more effective against larger vessels and stationary objects. The extra range of torpedoes would still allow long-range bombardment, but it would be more of a softening-up and distraction than complete win.
Implement damage types.
This gets a little more outside the current mechanics that I've seen, but it's something to consider. Make a change so that torpedoes are more effective against shields and less effective against armor so that you need to use beams to finish off the target.
Ultimately, I'd prefer to see both solutions as well as a future implementation of mass drivers.
Hard points and hull restrictions.
I like the freedom of defining what an escort or a frigate should be for myself. On the other hand, I can see where implementing restrictions on the number of each weapon type based on the role, as is currently done for freighters in 1.0.4.4, would be a simple patch for the issue. It wouldn't fix the problem though as players would just avoid building the more restricted ships.
Ship evasion based on role/size ratio.
I think this may already be in place, but perhaps could be emphasized a bit more. This would allow escorts and frigates to be far more nimble and able to avoid the slower beam and torpedo weapons.
Just some thoughts for now. We'll get into ship design later. It's time for my DW fix now. [:D]
I'll try to keep my own ideas simple and within the current game mechanics, so here are some semi-random thoughts.
Torpedoes are king.
As it stands, torpedoes are king. Load up enough and you can demolish an enemy easily.
What are torpedoes? Per the in-game description, they are a bolt of energy that homes in on their target. I have a problem with any bolt of energy homing in on anything, but I can see some ways that might be plausible.(static discharges) I'd prefer to think of them as some sort of plasma ball that just moves in a straight line. Especially considering how slow they are.
Some ways I can think of to counter is are to make them easier to evade. Smaller ships get a bonus to evasion and vector thrusters would also affect it.
This obviously would not apply to stationary objects like bases and deployed resupply ships so they would need some sort of point defense. Said point defense would spit out tons of chaff which disrupts the torpedo's cohesion and destroys it before contact. Point defense could be fitted to ships as well, but should have a large static energy to encourage use only on larger vessels.
Beam weapons would then recover some desirability as they are more effective against smaller vessels and point defense while torpedoes are more effective against larger vessels and stationary objects. The extra range of torpedoes would still allow long-range bombardment, but it would be more of a softening-up and distraction than complete win.
Implement damage types.
This gets a little more outside the current mechanics that I've seen, but it's something to consider. Make a change so that torpedoes are more effective against shields and less effective against armor so that you need to use beams to finish off the target.
Ultimately, I'd prefer to see both solutions as well as a future implementation of mass drivers.
Hard points and hull restrictions.
I like the freedom of defining what an escort or a frigate should be for myself. On the other hand, I can see where implementing restrictions on the number of each weapon type based on the role, as is currently done for freighters in 1.0.4.4, would be a simple patch for the issue. It wouldn't fix the problem though as players would just avoid building the more restricted ships.
Ship evasion based on role/size ratio.
I think this may already be in place, but perhaps could be emphasized a bit more. This would allow escorts and frigates to be far more nimble and able to avoid the slower beam and torpedo weapons.
Just some thoughts for now. We'll get into ship design later. It's time for my DW fix now. [:D]
RE: Weapon balance for the future
How about different kinds of weapons
Torpedoes: Anti Shield (standard DW balls of energy that deplete shields)
Missiles: Anti Hull (can home on target but is generally useless against shielded targets. ) (maybe proximity explosion to damage shields?)
Beams: Both (standard DW laster thingies)
Projectiles / Mass-Drivers / Kinetic Cannons: Anti Hull, far longer range (the empty void.... / easily deflected by shields)
This would for example incur certain trade offs based on ship armament.
"Hard points and hull restrictions.
I like the freedom of defining what an escort or a frigate should be for myself. On the other hand, I can see where implementing restrictions on the number of each weapon type based on the role, as is currently done for freighters in 1.0.4.4, would be a simple patch for the issue. It wouldn't fix the problem though as players would just avoid building the more restricted ships. "
I don't like this idea. I like the standard system. Hardpoints feel too artificial and take away from the players possibilities.
It just needs more tactics introduced & AI. Formations etc..
"Ship evasion based on role/size ratio.
I think this may already be in place, but perhaps could be emphasized a bit more. This would allow escorts and frigates to be far more nimble and able to avoid the slower beam and torpedo weapons. "
I like this idea. Especially with the possible introduction of Fighters or fighter like craft!
Give small vessels an advantage, yes! [:)]
Torpedoes: Anti Shield (standard DW balls of energy that deplete shields)
Missiles: Anti Hull (can home on target but is generally useless against shielded targets. ) (maybe proximity explosion to damage shields?)
Beams: Both (standard DW laster thingies)
Projectiles / Mass-Drivers / Kinetic Cannons: Anti Hull, far longer range (the empty void.... / easily deflected by shields)
This would for example incur certain trade offs based on ship armament.
"Hard points and hull restrictions.
I like the freedom of defining what an escort or a frigate should be for myself. On the other hand, I can see where implementing restrictions on the number of each weapon type based on the role, as is currently done for freighters in 1.0.4.4, would be a simple patch for the issue. It wouldn't fix the problem though as players would just avoid building the more restricted ships. "
I don't like this idea. I like the standard system. Hardpoints feel too artificial and take away from the players possibilities.
It just needs more tactics introduced & AI. Formations etc..
"Ship evasion based on role/size ratio.
I think this may already be in place, but perhaps could be emphasized a bit more. This would allow escorts and frigates to be far more nimble and able to avoid the slower beam and torpedo weapons. "
I like this idea. Especially with the possible introduction of Fighters or fighter like craft!
Give small vessels an advantage, yes! [:)]
RE: Weapon balance for the future
Rather than adding more weapons or humongous changes to the design system, the easy solution is just to increase the competitiveness of beams: Double the projectile speed, because honestly, they're ridiculously slow right now, double the rate of fire, and cut the energy consumption to about 75%. Voila: Now it's competitive again. The main thing is simply that the shorter ranged weapon needs to have better DPS than its counterpart, otherwise it's pointless.
RE: Weapon balance for the future
Please don't make the weapons system even more complicated. I already find it too much micro as it is and I'm afraid I still have to do it myself since the AI cant do it optimally.
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RE: Weapon balance for the future
ORIGINAL: Bartje
I don't like this idea. I like the standard system. Hardpoints feel too artificial and take away from the players possibilities.
That's pretty much my opinion as well, which I probably could have been clearer on. I can see where they would work, but prefer the freedom in design allowed with the current system
ORIGINAL: Fishman
Rather than adding more weapons or humongous changes to the design system, the easy solution is just to increase the competitiveness of beams: Double the projectile speed, because honestly, they're ridiculously slow right now, double the rate of fire, and cut the energy consumption to about 75%. Voila: Now it's competitive again. The main thing is simply that the shorter ranged weapon needs to have better DPS than its counterpart, otherwise it's pointless.
I like this idea.
Actually, watching a fleet attack a base I saw one standing off with torpedoes and the shields would start going down. Then another without torpedoes came up close and hit with the few beam weapons it had and the shields and hull started going fast. I've started playing with designs a bit to get more combined designs and see what happens.
ORIGINAL: Gertjan
Please don't make the weapons system even more complicated. I already find it too much micro as it is and I'm afraid I still have to do it myself since the AI cant do it optimally.
The idea is to get it so the AI can autodesign ships and bases so that we don't have to micromanage that. Just tell it to build some then go attack and watch. If I have to micromanage everything, I'll go back to playing MOO3 and just deal with the headaches that has. What's attracted me to DW is the macromanagement. I want to direct, not do.
RE: Weapon balance for the future
If anyone here has played Space Rangers, that had a pretty good weapon system that was fairly similar to DW.
The biggest difference was that missiles, though they could fire halfway across a solar system, were destructible by enemy lasers. A heavily armed battleship could easily vaporize salvos of 30 missiles. You couldn't kill a gigantic battleship with a puny fighter just because your missiles were range 800 and the battleship's weapons were range 500, but your craft could definitely hold off similarly sized attackers by playing keep away. Also, this made AoE weapons really useful since you could use it as point defense against the barrages. Considering the lackluster state of AoE weapons currently, this would make them a lot more competitive.
The biggest difference was that missiles, though they could fire halfway across a solar system, were destructible by enemy lasers. A heavily armed battleship could easily vaporize salvos of 30 missiles. You couldn't kill a gigantic battleship with a puny fighter just because your missiles were range 800 and the battleship's weapons were range 500, but your craft could definitely hold off similarly sized attackers by playing keep away. Also, this made AoE weapons really useful since you could use it as point defense against the barrages. Considering the lackluster state of AoE weapons currently, this would make them a lot more competitive.
RE: Weapon balance for the future
Good Idea I'm all for it Cindar [:)]
Though i'm still a dreamer./
Though i'm still a dreamer./
RE: Weapon balance for the future
I'd like more variety as well as I enjoy the tactics it brings to ship combat. As long as the autobuild can be made so that players who don't want to be forced to deal with things like this, I think there's no reason we, (that being the people having to sit hours to write code and make pretty explosions etc [;)] ) couldn't introduce more weapon varieties or more damage types. Missles and rail guns would be very nice additions.
- Rebel Yell
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RE: Weapon balance for the future
Damage types would open up a world of possibilities and improve the feeling of realism in combat.
RE: Weapon balance for the future
Torpedos:
Ok lets first forget the thing about seeking Energy Balls, no plasma ball or Static charge can be controlled. And if you could controll them you better turn these controlls against the enemy then to manipulate these Energy balls.
Torpedos are big missiels with home seeking abilities.
They allways hit their target if it is at Range, except it get confused by ECM. Maybe if Fighters get added someday, they will add Point defence too, then Point defence could destroy torpedos too.
They should be long range double to tripple the range of Laser at same Tech level.
DPS should be the same like Laser at same Tech Level but double or tripple the Energy cost per second as Laser
OR Half the DPS like laser with similar Energy/sec like laser.
Laser:
1. All Laser should have the same speed, lightspeed is lightspeed.
And since currently the laser can fly around 1 sec, the battle distance isn't 5 or 10 or 100Km its over 300.000KM, at this distance another spaceship got good chance to avoid a hit when it fly curves or zickzack. that means
2. Laser got accuracy, depend on the turrets and the Combat targeting. Maybe on the targets current speed too, faster ships are harder to hit then a sitting duck.
Projectille:
Since the battle distance is over 300.000 KM, standard projecttiles are too slow to be effective agains a moving target.
Yes Mass Driver or Railguns theortical can be close to lightspeed, but then we can add them into the Laser class to keep the system easy.
Ok lets first forget the thing about seeking Energy Balls, no plasma ball or Static charge can be controlled. And if you could controll them you better turn these controlls against the enemy then to manipulate these Energy balls.
Torpedos are big missiels with home seeking abilities.
They allways hit their target if it is at Range, except it get confused by ECM. Maybe if Fighters get added someday, they will add Point defence too, then Point defence could destroy torpedos too.
They should be long range double to tripple the range of Laser at same Tech level.
DPS should be the same like Laser at same Tech Level but double or tripple the Energy cost per second as Laser
OR Half the DPS like laser with similar Energy/sec like laser.
Laser:
1. All Laser should have the same speed, lightspeed is lightspeed.
And since currently the laser can fly around 1 sec, the battle distance isn't 5 or 10 or 100Km its over 300.000KM, at this distance another spaceship got good chance to avoid a hit when it fly curves or zickzack. that means
2. Laser got accuracy, depend on the turrets and the Combat targeting. Maybe on the targets current speed too, faster ships are harder to hit then a sitting duck.
Projectille:
Since the battle distance is over 300.000 KM, standard projecttiles are too slow to be effective agains a moving target.
Yes Mass Driver or Railguns theortical can be close to lightspeed, but then we can add them into the Laser class to keep the system easy.
RE: Weapon balance for the future
If we are going to try to be realistic, why would missiles have longer range then laser?They should be long range double to tripple the range of Laser at same Tech level.
Missiles need to be chemically propelled, are very VERY slow, and are limited by their fuel.
Lasers are limited by their cohesion, in space there is very little gas to scatter them, so its mostly base on how good your lasing array is... and it should be pretty simple to reach the other side of the solar system.
Anyways, the current problem is that the lasers are irrelevant, not because of damage, but because torpedoes have longer range... longer rage = win.
Particle beam, its a beam of small particles accelerated to near lightspeed. unlike laser which is photons, particle beams actually use some sort of substance which they accelerate.Projectille:
Since the battle distance is over 300.000 KM, standard projecttiles are too slow to be effective agains a moving target.
Yes Mass Driver or Railguns theortical can be close to lightspeed, but then we can add them into the Laser class to keep the system easy.
can be treated as lasers indeed.
I do not have a superman complex; for I am God, not Superman.
RE: Weapon balance for the future
The only true statement are "Limited by their fuel", if they dont need fuel they would got unlimited range.If we are going to try to be realistic, why would missiles have longer range then laser?
Missiles need to be chemically propelled, are very VERY slow, and are limited by their fuel.
But why the heck a missile need to be chemically propelled ?
Missiles or Torpedos are mini Spacecrafts without hyperdrive,lifesupport,defence. If you want a real tech counterpart, try a Tomahawk.
Cohesion isn't the big problem, ok when you want be effective at other side of the system i could be a problemLasers are limited by their cohesion, in space there is very little gas to scatter them, so its mostly base on how good your lasing array is... and it should be pretty simple to reach the other side of the solar system.

But the real problem is to hit a moving target. Its like a police officier want to someone with a bowling ball instead his pistole.
A laser beam can't correct his flight, on long range you can hit static moving objects without problems. It the same problem current sharpshooter have, if the target is doing a step while he pull the trigger he will miss.
Here comes the Torpedos at game, they are seeking weapons.
Now comes the balance, at moment Torpedos are Superior at all parts, they got the range, they got the better DPS, lesser EPS (Energy per sec) while useing nearly the same space.
Thats why i think the DPS from Torpedos should be reduces to 1/3 or increase EPS/volume need at the same part.
So it should be still be possible to made Torpedos only ships but would have alot lesser firepower then before, you will still need them to take out Starbases with much Laser. But they will be much more vulerable against ships at their class with Laser.
RE: Weapon balance for the future
In space, missiles have infinite range. If I want, I can lob a missile towards Alpha Centauri. It may take a hundred years to get there, but it'll get there. What I wanted to kill probably won't still be there, though. While missiles have finite delta-V, presumably, like any ship, in space, there is no such thing as "maximum range" for an object, Newton's Laws of Motion assure us that anything you throw into space will fly forever until it hits something.ORIGINAL: taltamir
If we are going to try to be realistic, why would missiles have longer range then laser?
Missiles need to be chemically propelled, are very VERY slow, and are limited by their fuel.
Cohesive laser range is actually fairly short, although in theory, it could be improved a lot. However, lasers are strictly line-of-sight, and cannot be guided. A missile can do a burn, fly towards its target, and then use its remaining delta-V for terminal attack maneuvers. A laser cannot make any such corrections. Additionally, space is very huge, and targets are very small: Even the smallest aiming error is amplified many, many times over the massive distances of space. Even without issues of cohesion, the maximum effective range for a laser against a target actively desiring not to be shot is maybe 150000 km. At that range, by the time you see the target, it has not been there for a good half a second, and by the time your shot REACHES the target, it will have not been there for a good second. Imagine trying to snipe an object smaller than a pixel with 1000ms ping. Ain't easy. The same limitations apply for any other relativistic projectile: While a mass driver round won't have cohesion issues, the odds of hitting anything become exceedingly bad very fast. Unlike lasers, that mass driver round is going to eventually ruin someone's day, because while a laser will lose cohesion and become harmless, a mass driver round will fly forever through the infinite void until it hits something. If some hapless planet is your backstop, it sucks to be them.ORIGINAL: taltamir
Lasers are limited by their cohesion, in space there is very little gas to scatter them, so its mostly base on how good your lasing array is... and it should be pretty simple to reach the other side of the solar system.
Actually, damage DOES matter. Right now, the problem is that lazor appears, according to your calculations, to actually exhibit inferior DPS. If there are hidden factors that make torps worse than how they appear on paper, or if lazor damage were made superior to torp damage at lazor range, this would entirely change the picture. But there's no way to get around the fact that longer range + greater speed = autowin. That's just a basic law of the universe. It worked the same way for the Mongols: Anyone who couldn't shoot back and wasn't faster than them wound up performing their best porcupine impression.ORIGINAL: taltamir
Anyways, the current problem is that the lasers are irrelevant, not because of damage, but because torpedoes have longer range... longer rage = win.
RE: Weapon balance for the future
Lasers move at the speed of light and can easily be corrected for the current PATH of a moving target. (its called leading), it is only an issue if the enemy CHANGES their trajectory after you fired but before it hits, as it moves in the speed of light, it is impossible to detect before it actually hits.Cohesion isn't the big problem, ok when you want be effective at other side of the system i could be a problem![]()
But the real problem is to hit a moving target. Its like a police officier want to someone with a bowling ball instead his pistole.
A laser beam can't correct his flight, on long range you can hit static moving objects without problems. It the same problem current sharpshooter have, if the target is doing a step while he pull the trigger he will miss.
I actually did the math once, even a fairly small sized vehicle will need to apple acceleration of thousands of G in random directions every few seconds to avoid lasers fired from the other side of the solar system.
And larger ships will have to apply millions of G of acceleration.
Dodging LIGHT is pretty fing hard. Sniper bullets are a LOT slower then light, aim for a much smaller target, and rely on an inaccurate human to aim them.
Heck, in that case you might as well put a tiny warp drive on themThe only true statement are "Limited by their fuel", if they dont need fuel they would got unlimited range.
But why the heck a missile need to be chemically propelled ?
Missiles or Torpedos are mini Spacecrafts without hyperdrive,lifesupport,defence. If you want a real tech counterpart, try a Tomahawk.

You confuse missiles with bullets... missiles are, by the definition given above, bullets that use an engine to track a target. When a missile runs out of fuel in space it becomes a bullet.In space, missiles have infinite range. If I want, I can lob a missile towards Alpha Centauri. It may take a hundred years to get there, but it'll get there. What I wanted to kill probably won't still be there, though. While missiles have finite delta-V, presumably, like any ship, in space, there is no such thing as "maximum range" for an object, Newton's Laws of Motion assure us that anything you throw into space will fly forever until it hits something.
Correct about mass drives... as for line of sigh issues, this is a big deal for planetary combat, where even today battleships curve projectiles to hit target beyond line of sight (due to the curvature of the earth, LOS is blocked BY the earth itself)Cohesive laser range is actually fairly short, although in theory, it could be improved a lot. However, lasers are strictly line-of-sight, and cannot be guided. A missile can do a burn, fly towards its target, and then use its remaining delta-V for terminal attack maneuvers. A laser cannot make any such corrections. Additionally, space is very huge, and targets are very small: Even the smallest aiming error is amplified many, many times over the massive distances of space. Even without issues of cohesion, the maximum effective range for a laser against a target actively desiring not to be shot is maybe 150000 km. At that range, by the time you see the target, it has not been there for a good half a second, and by the time your shot REACHES the target, it will have not been there for a good second. Imagine trying to snipe an object smaller than a pixel with 1000ms ping. Ain't easy. The same limitations apply for any other relativistic projectile: While a mass driver round won't have cohesion issues, the odds of hitting anything become exceedingly bad very fast. Unlike lasers, that mass driver round is going to eventually ruin someone's day, because while a laser will lose cohesion and become harmless, a mass driver round will fly forever through the infinite void until it hits something. If some hapless planet is your backstop, it sucks to be them.
If you see the target you can calculate its current speed, its acceleration, and observe the activity of its engines, all of which can be used to calculate where it is GOING to be... unless the target randomly fires its engines to produce enough thrust so that your calculations will be off, to the point where, as I mentioned above, they will need to apply thousands to millions of Gs of accelerations.
As for the aiming issue... then impose a penalty to aiming. a miss chance that gets bigger the further out you are.
Also, at a distance of half a light second away, your torpedo will take A LOOOOOOONG long time to reach the target.
I used google: http://answers.yahoo.com/question/index ... 129AAxvc3V
Light travels at 670,616,629 miles per hour.
The fastest missile ever built at 15,000 miles per hour.
This makes 44707.8x faster. if it takes half a second for your laser to reach, it will take 22353.9 seconds for the missile to reach. 6.21 hours for an ICBM to reach a target that light reaches in half a second.
And keep in mind that most missiles are vastly slower then those super ICBMs... the missiles an air plane shoots top out at 1/6th that.
Conversely, if the target is close enough that a torpedo takes 5 minutes (300 seconds) to reach it. A laser beam will take 0.0067 seconds to reach it. Since the laws of physics make it impossible to know a laser beam is approaching until it actually hits you, you must randomly provide enough thrust to displace half your diameter (aka, your radius) in that time period.
A 200 meter ship thus must displace 100 meters in a random direction in under 0.0067, at all times, randomly, and must HOPE that it displaces it in the CORRECT direction.
X_f = X_i + V_i*t +0.5a*t^2
100 meters = 0 + 0 + 0.5a*(0.0067s)^2
a = 4455335.3 m/s^2 = 454626 g
Good luck applying 454626 g of acceleration in a random direction every 0.0067 seconds to dodge lasers.
Well, true lasers do exhibit worse DPS.. but even with better DPS torpedoes have greater range... unless lasers have MUCH MUCH better DPS it is not going to be worth it... if they do have a lot more DPS, then torpedoes are effectively "starbase destroyers" because starbases cannot close in to use their lasers (which is already the case, only more so), and ships with faster engines could keep out of laser rangeActually, damage DOES matter. Right now, the problem is that lazor appears, according to your calculations, to actually exhibit inferior DPS. If there are hidden factors that make torps worse than how they appear on paper, or if lazor damage were made superior to torp damage at lazor range, this would entirely change the picture. But there's no way to get around the fact that longer range + greater speed = autowin. That's just a basic law of the universe. It worked the same way for the Mongols: Anyone who couldn't shoot back and wasn't faster than them wound up performing their best porcupine impression.
I do not have a superman complex; for I am God, not Superman.
RE: Weapon balance for the future
Are you kidding? It takes 40 minutes just for a laser fired from Earth to reach MARS, let alone the other side of the system. If a Martian sees your car on Earth, he sees it where it was 40 minutes ago. By the time he SHOOTS at it, with his shot showing up 80 minutes from then, you could be in the NEXT FREAKING STATE.ORIGINAL: taltamir
I actually did the math once, even a fairly small sized vehicle will need to apple acceleration of thousands of G in random directions every few seconds to avoid lasers fired from the other side of the solar system.
Now, SPACESHIPS are capable of moving MUCH faster than cars are. A spaceship capable of, say, 10G acceleration, can have a positional variance of 50-100 meters from where you think it may be in the second of lag you have between seeing it, and shooting at it. And that assumes your ability to see it was precise to begin with. A positional variance that high can mean the difference between a hit or a miss. It gets worse if the spaceship in question is capable of INTERESTING levels of thrust, because 10G accels are pretty boring and achieveable by current technology: If a ship is capable of 100G accels, the damn thing could be a kilometer away. Clearly, lasers are not long-range weapons in space, against a target easily moving thousands of kilometers a second.
No, I am not. You're assuming that a missile must constantly burn fuel continuously, as opposed to burning only enough fuel to reach a desired travelling speed, then conserving the rest for terminal attack maneuvering. If a missile is lobbed at its target by the launching ship, it does not need to expend any delta-V to reach its target, and will only need to use fuel to make course corrections to strike a target that evades.ORIGINAL: taltamir
You confuse missiles with bullets... missiles are, by the definition given above, bullets that use an engine to track a target. When a missile runs out of fuel in space it becomes a bullet.
Yes, and this is why laser weapons remain dubious even on Earth: Line of sight range on Earth is fairly short compared to what can be done with ballistics.ORIGINAL: taltamir
Correct about mass drives... as for line of sigh issues, this is a big deal for planetary combat, where even today battleships curve projectiles to hit target beyond line of sight (due to the curvature of the earth, LOS is blocked BY the earth itself)
Modest accelerations can already produces significant miss chances. INTERESTING accelerations produce VERY probable misses. Combat at 10G accelerations may be realistic, but not very interesting as sci-fi, given how slowly the story will drag. DW's engine powers clearly are in the realm of "interesting" rather than "realistic".ORIGINAL: taltamir
unless the target randomly fires its engines to produce enough thrust so that your calculations will be off, to the point where, as I mentioned above, they will need to apply thousands to millions of Gs of accelerations.
Yes, so? Starbase ain't going anywhere. You can see how it's very unhealthy to be immobile in an environment that is even vaguely realistic.ORIGINAL: taltamir
Also, at a distance of half a light second away, your torpedo will take A LOOOOOOONG long time to reach the target.
Even "somewhat" better DPS is enough to warrant mounting them as secondary armament.ORIGINAL: taltamir
Well, true lasers do exhibit worse DPS.. but even with better DPS torpedoes have greater range... unless lasers have MUCH MUCH better DPS it is not going to be worth it...
Well, unless you, like me, sensibly realize that putting only short-range weapons on an object with 0 speed is an act of utter idiocy, and it doesn't matter if you put a million of them on the base if they can't outrange their attackers.ORIGINAL: taltamir
if they do have a lot more DPS, then torpedoes are effectively "starbase destroyers" because starbases cannot close in to use their lasers (which is already the case, only more so), and ships with faster engines could keep out of laser range
RE: Weapon balance for the future
I edited in some updates to my previous post while you were typing yours, please check them out.
they also have engines in a particular side of them so you know where to aim.
To be fair, a mass driver is FAR more practical than a missile as it can reach much higher initial velocity.
the ideal is some sort of hybrid, mass drive that propels an object with the ability to correct its path to some extent.
tell that to the AI
Humans are not capable of surviving 10g of acceleration beyond a few moments.Now, SPACESHIPS are capable of moving MUCH faster than cars are. A spaceship capable of, say, 10G acceleration
they also have engines in a particular side of them so you know where to aim.
Drop the EVEN... laser weapons are dubious ON earth... bullets and missiles are dubious in space.Yes, and this is why laser weapons remain dubious even on Earth: Line of sight range on Earth is fairly short compared to what can be done with ballistics.
To be fair, a mass driver is FAR more practical than a missile as it can reach much higher initial velocity.
the ideal is some sort of hybrid, mass drive that propels an object with the ability to correct its path to some extent.
Well, unless you, like me, sensibly realize that putting only short-range weapons on an object with 0 speed is an act of utter idiocy, and it doesn't matter if you put a million of them on the base if they can't outrange their attackers.
tell that to the AI
I do not have a superman complex; for I am God, not Superman.
RE: Weapon balance for the future
That is basically why I used that figure as the upper limit, yes. Humans are a significant obstacle to getting anything done in space. We actually have all the technical requirements needed to DO useful space stuff...the problem is, humans suck. If we replaced all humans with robots, these problem would entirely evaporate. If anything, the replacement of humans by robots is inevitable and beginning even now: First, we will become cyborgs, meatbags with increasing amounts of robotronic parts. Eventually, we will have discarded the meatbags entirely.ORIGINAL: taltamir
Humans are not capable of surviving 10g of acceleration beyond a few moments.
No, missiles are the only sensible things in space, really. If you want to kill something in space, right now, you need a missile. Lasers generate more damage to you than they will to the target, given that the best available have maybe 30% efficiency, tops, so for every 3 units of energy lobbed at the target, hit or miss, you cook in 7 units of waste heat, which is very hard to get rid of in space. Missiles have none of these problems! In fact, who even needs ships? Just lob a rubberbanded package of missiles in the general direction of your enemy, and have them released to go KILL once they get close enough.ORIGINAL: taltamir
Drop the EVEN... laser weapons are dubious ON earth... bullets and missiles are dubious in space.
RE: Weapon balance for the future
that is an entirely different can of worms; and requires getting rid of life-support and habitation modules...ORIGINAL: Fishman
That is basically why I used that figure as the upper limit, yes. Humans are a significant obstacle to getting anything done in space. We actually have all the technical requirements needed to DO useful space stuff...the problem is, humans suck. If we replaced all humans with robots, these problem would entirely evaporate. If anything, the replacement of humans by robots is inevitable and beginning even now: First, we will become cyborgs, meatbags with increasing amounts of robotronic parts. Eventually, we will have discarded the meatbags entirely.ORIGINAL: taltamir
Humans are not capable of surviving 10g of acceleration beyond a few moments.
also, it is still completely impossible for you to dodge lasers at a range where missiles work...
Let me quote myself:
Light travels at 670,616,629 miles per hour.
The fastest missile ever built at 15,000 miles per hour.
This makes 44707.8x faster. if it takes half a second for your laser to reach, it will take 22353.9 seconds for the missile to reach. 6.21 hours for an ICBM to reach a target that light reaches in half a second.
And keep in mind that most missiles are vastly slower then those super ICBMs... the missiles an air plane shoots top out at 1/6th that.
Conversely, if the target is close enough that a torpedo takes 5 minutes (300 seconds) to reach it. A laser beam will take 0.0067 seconds to reach it. Since the laws of physics make it impossible to know a laser beam is approaching until it actually hits you, you must randomly provide enough thrust to displace half your diameter (aka, your radius) in that time period.
A 200 meter ship thus must displace 100 meters in a random direction in under 0.0067, at all times, randomly, and must HOPE that it displaces it in the CORRECT direction.
X_f = X_i + V_i*t +0.5a*t^2
100 meters = 0 + 0 + 0.5a*(0.0067s)^2
a = 4455335.3 m/s^2 = 454626 g
Good luck applying 454626 g of acceleration in a random direction every 0.0067 seconds to dodge lasers.
1. See previous quote.No, missiles are the only sensible things in space, really. If you want to kill something in space, right now, you need a missile. Lasers generate more damage to you than they will to the target, given that the best available have maybe 30% efficiency, tops, so for every 3 units of energy lobbed at the target, hit or miss, you cook in 7 units of waste heat, which is very hard to get rid of in space. Missiles have none of these problems! In fact, who even needs ships? Just lob a rubberbanded package of missiles in the general direction of your enemy, and have them released to go KILL once they get close enough.
2. The heat produced by lasers is handled by cooling systems built into the device. You can simply use some sort of substance to absorb the heat and then eject it from the ship altogether. use water, then spray it in a fine mist out of a protrusion from the ship and catch when its nice and cool on the other side. etc..
The heat the enemy takes is in a specific concentrated spot... this means damage, lots of it.
3. You can shoot down missiles... in fact, you can shoot them down with lasers

I do not have a superman complex; for I am God, not Superman.
RE: Weapon balance for the future
Ugh. Barbarian. Use metric already!ORIGINAL: taltamir
Light travels at 670,616,629 miles per hour.
That is the top speed of a missile on EARTH. In SPACE, there is no such thing as "top speed", there is only delta-V. A missile can be launched at any speed by farting it out of a launch tube or simply throwing it from a moving object. Missile will then remain at that speed until it hits something, or it fires its own engines.ORIGINAL: taltamir
The fastest missile ever built at 15,000 miles per hour.
Read this. Lots of heavy math. Eventually you will come to see that under all but the most generous assumptions, missiles become the only sensible weapons out there. For anything OTHER than missiles to become viable weapons requires the use of magic.ORIGINAL: taltamir
2. The heat produced by lasers is handled by cooling systems built into the device. You can simply use some sort of substance to absorb the heat and then eject it from the ship altogether. use water, then spray it in a fine mist out of a protrusion from the ship and catch when its nice and cool on the other side. etc..
The heat the enemy takes is in a specific concentrated spot... this means damage, lots of it.
3. You can shoot down missiles... in fact, you can shoot them down with lasers
And yes, you can use coolant that you then jettison to reduce the heat problems involved in lazor use, but you're not going to get it back, and it won't be "nice and cool" afterwards. One of the more innovative tricks people have done is to use the fuel itself as coolant. You know, the fuel you were going to set on fire and lob burning out the back of your ship anyway. None of this changes the fact that missiles can be shot at targets you don't even know exist yet, while lasers can only be shot at targets you know will still be there. The fact of the matter is that I can lob a missile at you that will kill you a week, a month, or even a year from now. You cannot do the same with a laser that will show up in 40 minutes from now at a target you saw which was there 40 minutes ago, because that target is probably in the next state by now.
Of course, none of this matters, since DW is magic. However, if you want to see scary with magic, I can stick HYPERDRIVES on missiles and LOB THEM FROM THE OTHER SIDE OF THE GALAXY. If anything, the existence of magic just makes them MORE scary.
And yes, lasers can shoot down missiles. You know what the answer to that is? MORE missiles! And you know...missiles can also shoot down other missiles.
RE: Weapon balance for the future
what you describe is not a missile, it is a mass driver that shoots out slugs with built in trajectory corrections. (aka, missiles)
Those are indeed highly practical. If you can shoot a slug at 0.3c and give it vectoring thrusters it can be very effective.
Having a missile propel itself to any speed that is worthwhile in space is ridiculous.
it still produces a lot of heat for that initial acceleration to take place.
Ofcourse, if you really DO have battles where you shoot the missiles now and they reach the target 6 hours later that is a different thing altogether.
This actually works out in terms of the DW time flow mechanism if you think about it... there is a case of "gameplay and gameplay separation" where the 2 seconds to fire is actually 2 days in game time if you look at the date at the top left.
But if you are using realistic space missiles, then yes, it literally takes 2 days for the space missiles to hit / fire a volley (of freshly assembled missiles build by onboard microfabs?).

that is indeed the most practical of weapons in space (should hyperdrive exist).
Ha, agreed. I use metric but in this case I got my figures originally in mph and I didn't think to make the conversion. I am also used to whomever I am talking to to be using the "american british standard system"
Those are indeed highly practical. If you can shoot a slug at 0.3c and give it vectoring thrusters it can be very effective.
Having a missile propel itself to any speed that is worthwhile in space is ridiculous.
it still produces a lot of heat for that initial acceleration to take place.
Ofcourse, if you really DO have battles where you shoot the missiles now and they reach the target 6 hours later that is a different thing altogether.
This actually works out in terms of the DW time flow mechanism if you think about it... there is a case of "gameplay and gameplay separation" where the 2 seconds to fire is actually 2 days in game time if you look at the date at the top left.
But if you are using realistic space missiles, then yes, it literally takes 2 days for the space missiles to hit / fire a volley (of freshly assembled missiles build by onboard microfabs?).
I did mention hyperdrives on missilesOf course, none of this matters, since DW is magic. However, if you want to see scary with magic, I can stick HYPERDRIVES on missiles and LOB THEM FROM THE OTHER SIDE OF THE GALAXY. If anything, the existence of magic just makes them MORE scary.

that is indeed the most practical of weapons in space (should hyperdrive exist).
[/quote]ORIGINAL: Fishman
Ugh. Barbarian. Use metric already!ORIGINAL: taltamir
Light travels at 670,616,629 miles per hour.
Ha, agreed. I use metric but in this case I got my figures originally in mph and I didn't think to make the conversion. I am also used to whomever I am talking to to be using the "american british standard system"
I do not have a superman complex; for I am God, not Superman.