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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Drones vs Missiles, why not Drone Missiles.

Soumis par Nevyn le Lun, 2008-10-13 20:08 SE:V MODs

I was playing the other day and had an interesting thought.
People have oft expressed a wish for missiles to be longer range etc.
Why not completely remove the current missiles and replace them with modded drones.
Give drones 0 sector movement, make them use up 1000 supply a turn or something so they can't sit around in space indefinitely after being launched, and drop their size somewhat.
Then you have your drone launchers becoming your missile launchers, you can mix & match drone warheads as you want, and pick how much armour, ecm, etc they have, they fly the whole screen, but PD can take them down as will fighters set to intercept etc.
And you can no longer simply use more missiles from general ordnance, you actually have to bring reloads along with you. Makes a real use for those transport cargo ships in a fleet.

Has anyone tried something like this?

Kwok, this might be a thought for Nova mod?

‹ New update for Crimson Concept Mod 3.0 Neutron bombs NOT working ›
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Re: Drones vs Missiles, why not Drone Missiles.

Soumis par azacool89 le Lun, 2008-10-13 23:25

* ok so i know im going to point out why you should not use this system when i am, but still, if you fully know the drawbacks and can accept them then go ahead.

Try maintaining a fleet of 500 attack ships (no carriers) and you will run into the same problem that carriers have.

- pay per shot
- no long range reordnance
- no supply/ordnanace (energyless ships shooting???)
- Uber Missile Planets
- less units (drones are units)
- single turn mines (Needs Checking)

ect

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Re: Drones vs Missiles, why not Drone Missiles.

Soumis par Nevyn le Mar, 2008-10-14 04:04

Well, standard game settings are usually 200 ships, and most of those won't be constantly engaged. So shouldn't be too hard. A space yard will fill all cargo in the area if it's own cargo is full also.

I agree, each missile shot costs, but with that cost you are getting huge range.

I also agree, Planets with drones will have a lot of firepower. Though depending on what time you put on a planets launch, it can only launch one at a time. You could allow Weapon Platforms to also launch them I suppose which would add launchers using the planets cargo space, but thats just like adding 50 missiles onto a planet with WP's now anyway.

Yes, less units.

If the ship deploying the drone has no supply, the drone will also have no supply as far as I know, if it has it's own internal supply then it was already fueled up & ready to go when loaded, so thats not that silly either.

I don't see these an insurmountable flaws though, a missile ship would no longer be firing 40 missiles every 3 seconds would be all, but longer spaced salvo's of tougher missiles.

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The Pros and Pros of Vehicular Missiles

Soumis par Shyssiryxius le Mer, 2008-10-22 13:17

I use them created a custom vehicle type called missile, with appropriate properties and made 3 vehicle sizes of that type. Small, med, and large missile casings if you will. creat warhead for each casing along with an engine and viola, you have a missile. Then i made some lauchers, launchers for smaller missile hold more, larger more powerful hold less, and adjusted launch times..

then make it so only ships and WPs or w/e can use launchers and there you go..

in response to some concerns above..

make it so only large launchers can be placed on Wp's so planets not as powerful. Although in my game, missile pod with a 30 missile dealing 15 damage a hit isnt that significant. Plus upped PD damage speed on PD beam to help shoot some down.. Missiles are fast though..

make the missile strategy to ram of course, otherwise, theyll just float around..

Making ordance just adds to strategy, have to have supply ship in fleet to keep it stocked..

paying per shot is insignificant if you set the cost of the missle components and sizes to something small but realistic, like 100 radioactives for a pod launcher full of missiles (3 rad per missile), ect.. ships pay maintenace on components and weapons so its almost like paying per shot.

the energyless ships shooting, not sure what you mean.. I have ships use missile pods in ADDition to the other weapons, so ships have plenty of supplies and ordanance, the ordanance just happens to have to be built. make the Pods realistic though, like the smaller pods be 30 KT and the larger like 70-100 KT.. I also put restrictions on the amount of pods each ship can have. Kind of cheap to put 30 pods on a Baseship with and just spam missiles, again it helps to up the rate and damage of PD, but im working on the AI so they use a seperate comp that is soley for missiles.

for the unit restriction, simply up the number in settings.txt

and as far as the mine thing.. No idea what you mean, maybe you have a leftover attribute from using the drone vehicle type..

ANYWAY

I use them and theyre AWESOME

very fun to watch and also mange ans fret when you have a large dominating fleet that wins a battle on the frontier, goes to reload, only to find that the supply ship was destroyed, so now mostly ammoless minus some DUC's and getting attacked through warp point..

If someone has an idea on how to make the launchers of the missiles not launch at the start please let me know, because thats the only down side.. they get lauched at the beggining, larger missiles ok because you can restrict launch time to like 1 min between each one, so fires a Nuke, one min later another... but the smaller ones kind of get annoying as they work in numbers but you might not necessary want then to fire immediatly. W/e , its more cosmetic than anything..

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Re: The Pros and Pros of Vehicular Missiles

Soumis par Nevyn le Ven, 2008-10-24 22:40

I believe there might be a setting to stop instant launches, it's in the strategy setup I 'think'.
On my laptop so can't confirm.

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