Accueil Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • agrégateur de nouvelles

Rechercher

Qui est en ligne

Il y a actuellement 1 utilisateur et 186 invités en ligne.

Utilisateurs en ligne

  • bauscho

Languages

  • English English
  • French French

Parcourir les archives

« December 2008  
Mo Tu We Th Fr Sa Su
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28
29 30 31        
Accueil » news » forums » Space Empires V » Space Empires V General

Interstellar Missiles

Image de Darfix
Soumis par Darfix le Mer, 2007-02-28 15:30 Space Empires V General

Yeah, yeah, you can build drones with anti-planet warheads, woo-hoo Sticking out tongue

What I'm talking about is actual missiles, capable of carrying, say, nuclear, biochemical, conventional, etc. type warheads.

The only issue I see with this is there are definitely plenty of bugs to be fixed before adding a new feature and it would require a great deal of additional programming. Especially if the different warheads are suppose to effect planet condition/population etc.

But it would be fun trying to shoot these things down before they hit, or if you know they're coming and you can't do anything about it, load up as many people as you can and run.

‹ SE:V Changelog v1.29 Migration ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.
Image de Rilo57

Re: Interstellar Missiles

Soumis par Rilo57 le Mer, 2007-02-28 16:48

you've dismissed drones, but really this is what they are. currently their too expensive...

but if they're cheaper and moved slower and had a ton of structure points... they would be difficult to shoot down and move slowly towards their target.

SEV, more than a feeling.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: Interstellar Missiles

Soumis par Phoenix-D le Mer, 2007-02-28 16:50

Uh, I know you said it already but a drone does all that. Sticking out tongue

A single conventional warhead would be a wet fart on any sort of planetary scale. We've already got the nukes, and it'd be easier enough to mod in plague, anti-condition, etc warheads.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: Interstellar Missiles

Soumis par Psieye le Mer, 2007-02-28 17:15

Take IRM's drones (which use their own specialist engines, etc that cut cost vastly), make your own warheads, tweak numbers a bit to re-balance. To really do right however, you need to be able to order drones to "Retreat" and not blow up on the first thing it finds. That's the tricky part.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par Fallen Haven le Mer, 2007-02-28 17:33

Psieye wrote:
Take IRM's drones (which use their own specialist engines, etc that cut cost vastly), make your own warheads, tweak numbers a bit to re-balance. To really do right however, you need to be able to order drones to "Retreat" and not blow up on the first thing it finds. That's the tricky part.

Easy to fix, just change it in VehiculeUnitTypes.txt.

Why we can't control drones :

Unit Capability 11 Type := Cannot Be Controlled By Player Once Launched

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: Interstellar Missiles

Soumis par Psieye le Mer, 2007-02-28 18:03

Fallen Haven wrote:
Psieye wrote:
Take IRM's drones (which use their own specialist engines, etc that cut cost vastly), make your own warheads, tweak numbers a bit to re-balance. To really do right however, you need to be able to order drones to "Retreat" and not blow up on the first thing it finds. That's the tricky part.

Easy to fix, just change it in VehiculeUnitTypes.txt.

Why we can't control drones :

Unit Capability 11 Type := Cannot Be Controlled By Player Once Launched


omg... ruserios...? It was that easy all along...????? Now just to wait for v1.30 so we don't have cheating drones. The "can only launch 1 drone group that has supplies", I'll abide a while longer.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par Nevyn le Mer, 2007-02-28 19:10

Can we say Drone+Planetary bombardment weapons? Doesn't even need modding, and I can sure see a Drone being able to carry a rack of bombs of some kind that it drops from orbit. Planets are easy enough to hit.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par Fallen Haven le Mer, 2007-02-28 19:38

Nevyn wrote:
Can we say Drone+Planetary bombardment weapons? Doesn't even need modding, and I can sure see a Drone being able to carry a rack of bombs of some kind that it drops from orbit. Planets are easy enough to hit.

You can do the same with fighters...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: Interstellar Missiles

Soumis par Psieye le Mer, 2007-02-28 19:47

That would certainly work yes. I'd prefer deploying satellites to do that job, but you'd need a ship to first get out there yes... Not possible in IRM though, due to how drones have been very specifically designed to be Missiles there.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par Alpedar le Mer, 2007-02-28 21:03

Imo drones should NOT be totaly controlable, becose they would then be too good.

Imo you should have only these options with drones in tactical combat:
1) Make it retreat (then NO other movement orders)
2) Select target to ram without posibility to change, unless target disapears (destroyed/captured/retreated)
3) full controll of targeting (like now)

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: Interstellar Missiles

Soumis par Psieye le Mer, 2007-02-28 21:32

I've never been able to give drones orders to specifically target one ship in a fleet. They all go for the same ship and once that ship is dead, they all go for the next one. Sure, doing complex maneuvers with them is overpowered, but I'd at least like to Aim them.

Mind you, I also believe drones should not be allowed to have non-ramming weapons on them, like IRM. Drones that can be armed with Wave Motion Guns... that by itself is overpowered (since they can move, and move FAST).

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Darfix

Re: Interstellar Missiles

Soumis par Darfix le Mer, 2007-02-28 22:32

Apparently half of you ignored half of what I said O.o;

A drone can have a very pathetic conventional payload, and it doesn't even look like a missile, it's too small and costs too much (as mentioned).

That's not a missile. That's not something I can launch from planet to planet and smirk evilly knowing the enemy has only a year or so before it decimates a great deal of the planet.

Sure the AI wouldn't know it and would just take it like a man, but drones are like: "ping..."

They're silly against planets. Drones are better as non-kamikaze units.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: Interstellar Missiles

Soumis par Psieye le Mer, 2007-02-28 22:45

No, the wording you gave (especially a vague definition of what you mean by "Missile") in your first post along with the contextual knowledge we have means it didn't make sense. Because at least in stock, we know that an Anti-Planet drone could do 500k damage which is half a Sphereworld's total facility structure (read: one-shot kill to any planet). It's bloody easy to make such a "Missile" - have a super high damage drone warhead.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Darfix

Re: Interstellar Missiles

Soumis par Darfix le Mer, 2007-02-28 22:51

...

Yeah, you can do that with max tech, but it is extremely--silly--to see a small unmanned fighter crash into a planet and blow half or all of it up.

THAT is what I'm saying. I thought it was very simple, but, whatever, it's cool I guess.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: Interstellar Missiles

Soumis par Psieye le Mer, 2007-02-28 23:53

If it's "simple", then it means it needs much more careful (as opposed to long) explanation. "Your Logic is not my Logic" is surprisingly applicable to many situations. As far as I can tell, you've just messed up the point even further by seemingly going against what you said before.

Well whatever. Re-explain if you wish, though do not feel obliged to.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Darfix

Re: Interstellar Missiles

Soumis par Darfix le Jeu, 2007-03-01 01:04

No need to get snippy with me because you cannot understand the point of what I'm trying to say.

Perhaps I'll explain it more simply for you.

What I do not like is, drones are not meant to be missiles. They are meant to be unmanned fighters or other specialized vehicles. I can seem them used as kamikaze ships against larger ships like cruisers and destroyers, even dreadnoughts and battleships, but to think that one little drone can fly on over to an enemy planet, crash into it, and wipe out all population with an explosion, is utterly ridiculous.

If it had a biological warhead, I could see that happening over time...

That is why, there should be a completely new tech tree for Interstellar Missiles. Small, Medium, and Large, that actually LOOK like missiles and carry only engines, warheads, and armor.

These should only be able to attack planets but I could see them as weapons against ships too. It would probably require a "missile bay" like the fighter and drone bays as well.

All I know is I like the Battlestar Galactica idea of using nuclear missiles in space and this game doesn't deliver that concept. It delivers massively unrealistic and unfair insane suicidal drones, but that is no where near the same thing.

Make sense now? God I hope so.

PS: Don't tell me anything about logic, not only is it hypocritical, it is unnecessary. I have enough for the time being, if only I could bottle it up and sell it on e-bay.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par evilginger le Jeu, 2007-03-01 04:12

What you are describing are in current game terms drones large long range anti planet missiles which are very powerful but very vulnerable to point defence and not that controllable. If you want a class of specialist unmanned vehicle (probes) you could base it on the drone as it is and mod it to include sensors and scanners et al.

I personally would prefer it that drones did not become viable fighter substitutes or too general purpose.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par gnosis le Jeu, 2007-03-01 05:12

One of the greatest lures of SE is the number of different unit types that are available to design: drones,satellites,troops,weapon platforms,ships,bases,fighters. Most 4X games have only ships.

If you combine that with the different roles each one unit can play you get a plethora of "unit types".

As a result it is only natural that ppl will request more specialized unit types, even if there is a way to mod that concept up to a point.

What Darfix wants if I understand him is perhaps the ability to "launch" missiles from planets, ships, and bases that have an explicit, irrevocable and unalterable target order as an integral part of the launch command (one that can target only ships, bases and planets.)

This is something that can be emulated to a point by modding on the "drone unit mechanics" using a unit graphic that represents a missile.

However the UI has to be hard coded to supply the complete "effect" of launching someting on a target on a system scale.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par Fallen Haven le Jeu, 2007-03-01 07:15

Darfix wrote:
... but to think that one little drone can fly on over to an enemy planet, crash into it, and wipe out all population with an explosion, is utterly ridiculous.

Then the problem isn't the drones attacking planets, it's the planet being too weak against drones.

Quote:
That is why, there should be a completely new tech tree for Interstellar Missiles. Small, Medium, and Large, that actually LOOK like missiles and carry only engines, warheads, and armor.

Some of the race drones look like missiles, others like fighters and some just look weirds Sticking out tongue. And drones in IRM carry just engines, warheads, armor and shields.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Psieye

Re: Interstellar Missiles

Soumis par Psieye le Jeu, 2007-03-01 12:06

I get the feeling part of the confusion was arising because Darfix is simply trying to present his Idea, whereas everyone is thinking "how do we implement this?" instead of the idea itself. More relevantly though...

Darfix's definition of a "Drone" is "unmanned unit that can have weapons on it" whereas most of us treat "Drones" in the idealised IRM sense of "cheap, fast, long-range missile".

In other words, he wants a new Drone type unit which can't be armed with weapons and instead, has warheads of various abilities (including conventional damage), likely also with different movement/defence/supply_usage and armour/shields to the "weapons Drone". We went off on a tangent because we've already seen this done in IRM aside from "special effects warheads" which are easy enough to implement so aren't worth specifically mentioning (until someone reports that it doesn't work despite intuition).

Is this what you meant Darfix? You want "weapon Drones" and "Long-Range Missiles" to be separate units so as to specialise them further? Thus you want "Weapon Drones" to not have warheads on them, not instantly go kamikaze; and "Missile Drones" (completely different unit type/chassis) to be cheap things that can only have warheads on them (as well as [cheap] armour/shields/engines) that only think about ramming (planets) as they have no weapons to shoot.

Mmm, a pretty average case of miscommunication. This isn't the place to comment further on it so I'll leave it there I guess.

Incidentally, I'd say if you do implement such a split in Drone jobs, ships shouldn't be able to have "Missile Drone" launchers. Otherwise any sensible human will park their fleet 1 turn's distance away from a planet and unload all "Missile Drones" from there instead of from 10 turns away (since even the AI knows to guard waypoints).

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Darfix

Re: Interstellar Missiles

Soumis par Darfix le Jeu, 2007-03-01 14:11

gnosis wrote:
One of the greatest lures of SE is the number of different unit types that are available to design: drones,satellites,troops,weapon platforms,ships,bases,fighters. Most 4X games have only ships.

If you combine that with the different roles each one unit can play you get a plethora of "unit types".

As a result it is only natural that ppl will request more specialized unit types, even if there is a way to mod that concept up to a point.

What Darfix wants if I understand him is perhaps the ability to "launch" missiles from planets, ships, and bases that have an explicit, irrevocable and unalterable target order as an integral part of the launch command (one that can target only ships, bases and planets.)

This is something that can be emulated to a point by modding on the "drone unit mechanics" using a unit graphic that represents a missile.

However the UI has to be hard coded to supply the complete "effect" of launching someting on a target on a system scale.

I love you Laughing out loud (that is exactly what I was trying to say)

Psieye wrote:
Is this what you meant Darfix? You want "weapon Drones" and "Long-Range Missiles" to be separate units so as to specialise them further? Thus you want "Weapon Drones" to not have warheads on them, not instantly go kamikaze; and "Missile Drones" (completely different unit type/chassis) to be cheap things that can only have warheads on them (as well as [cheap] armour/shields/engines) that only think about ramming (planets) as they have no weapons to shoot.

Yes, that is sort of what I was getting at, but mixed up a bit with Gnosis' comment. I'm not saying drones need to be labeled as only weapons carriers, that would be taking away from some of the tactics of other users which is not what I want to do. Some of you probably love kamikaze drones Smiling

If anything would be modified on drones, it would be to remove the anti-planet warhead. I still feel they are way too small to realistically do that sort of damage. Other than that I would leave drones as is.

But then I would like to do what Gnosis said, have a completely new unit that you can give a designated target (planet, maybe even a ship or fleet) and it will fly towards that target and crash it's payload into the target. Super-Long Range planet to planet or planet to ship, maybe even ship to ship or ship to planet missiles, more expensive than drones but dealing more damage as well.

For simplicity sake, probably just planet to planet. Maybe ship to planet.

So, in a combination of what you and Gnosis said, yes Smiling

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de AgentZero

Re: Interstellar Missiles

Soumis par AgentZero le Ven, 2007-03-02 02:35

It may just be me, but this sounds like it's a matter of asthetics. Drones are for all intents and purposes, interplanetary missiles. The fact that some shipset designers didn't make them look like missiles is irrelavent in terms of game mechanics. After all, the missiles plying interstellar space will probably bear little resemblance to those we so enjoy lobbing about our planet.
As for small, consider the following: The largest nuclear bombs ever made weighed in the neighbourhood of 40,000 pounds. That's 0.02kT. The anti-planetary warheads in stock SE5 are 20kT, or 1000 times 'bigger'. Consider then that given maxed engines and nothing else, a large drone can accomodate 7 such warheads. Even assuming you're using modern day nuclear technology, that's a hell of a big boom in anybody's books.
In terms of the UI aspect of it, if you want to drop a drone on somebody, you launch it from the planet, then give it an attack order on whatever defenceless planet has garnered your ire. Sure it's a little more click intensive than clicking on 'Launch Missile', but really, we have enough buttons as it is without adding one so specific.
As it stands, I don't really think the difference between 'Interstellar Missiles' and Drones is great enough to warrant seperate unit types. It'd kind of be like wanting seperate unit types for anti-ship fighters and anti-fighter fighters.

Suction feet are not to be trifled with!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par WanderDaekar le Ven, 2007-03-02 11:32

I keep reading this thread, and wonder. Look at today's missle systems and other gear, such as UAVs. We obviously know the future will have more advanced weapons systems, that is a given. We have to take into account that the cruise missles today are rather smart and getting moreso at a fast clip, while UAV tech is skyrocketing now. UAVs can be made for bomb runs, even suicidal ones. Hence we have drones designed to ram and boom. That's the same as a cruise missle, ram and boom.

In all technicality, we already have drones like SEV, just shorter range and smaller. Since we don't need fins or wings in space, due to lack of atmo to push around in flight, they can be made in any shape desired to best house components and/or aesthetic intimidation.

We already have missles as weapons for capital ships that more or less match today. Drones are the ICBM on steroids with a new haircut. Laughing out loud

And it's never one button to fire off a missle.

"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Darfix

Re: Interstellar Missiles

Soumis par Darfix le Ven, 2007-03-02 13:12

Okay, let me rephrase something then.

Drones set up to be kamikazes should be like today's cruiser missiles and/or SCUDs.

What I want is an ICBM but SEV's variant. Maybe it destroys planets? Wouldn't that be a kicker.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Interstellar Missiles

Soumis par gnosis le Ven, 2007-03-02 14:40

WanderDaekar wrote:
And it's never one button to fire off a missle.

In my MegaEvil Empire of Terror(TM) that's the only way to launch a missile. Smiling

But seriously, in a realistic point of view, you are right, with the exception of FTL missiles. Smiling

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Contenu populaire

Aujourd'hui :

  • Research By Percentage SUCKS
  • Is the Patch Process Dead, and Other Thoughts...
  • Known SE5 v1.74 Bugs
  • Babylon 5 Wars SEV Mod Update
  • Space Empires V 1.74

Depuis toujours :

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Dernier accès :

  • How to make a Base component increase planet pop limit/ facility limit
  • Intelligence pts not being sent empire
  • stellar manipulation
  • Spot the error
  • Scenario/Campaign and Scripted Events
(c) Strategy First, Inc. All rights reserved.