Trifler
Posts: 115
Joined: 5/7/2007 Status: offline
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quote:
ORIGINAL: Spidey I agree that missiles are sort of an abandoned area. They could do with some love an attention, though to be honest I'm not even sure what the difference between a space torpedo and a space missile really is. In normal terms, a missile is a self-propelled guided airborne weapon system. A torpedo is a self-propelled underwater weapon with an explosive warhead. Take both into space and the differences seem rather minor, as both as self-propelled and guided suicide vehicles that deliver some sort of payload. I think, if missiles gained a speed advantage and possible a better refire rate then that would help quite a bit. Missiles are wank against armor and currently their DPS is terrible as well, but make them fire faster and make the missiles fly faster and suddenly they might actually be able to overcome their disadvantages somewhat. It's true that there are no real life space torpedoes, but in every game I've ever played that had both torpedoes and missiles, they differed as so: Torpedoes deal very high damage, but are slow moving, slow turning, and have a slow refire rate. Energy torpedoes (Plasma, etc.) tend to have damage falloff while physical ones usually do not. For energy torps, the damage falloff usually starts out dissipating slowly and then dissipates exponentially faster, down to zero at maximum range. Many games also allow torpedoes to be shot much more easily than missiles, although torpedoes may have more hit points. Upgrades tend to primarily focus on higher damage, although some games add an AoE. I've also seen EMP torpedoes. Missiles on the other hand tend to be fast and maneuverable, with a good refire rate. I've never seen energy missiles, so they don't have any damage falloff. Upgrades fall into several areas, including increased damage, range, speed, improved tracking, rapid-fire launchers (fire in salvos, with no increase in delay between salvos), and MIRV missiles. Real life missiles tend to be extremely effective against armor, so I think the penalty against armor in the game should be removed. Maximum range differences between the two vary from game to game. A number of games give torpedoes lots of range, but make them only usable against capital ships. I've also seen at least one game where torpedoes were short range "in-your-face!" weapons. Personally, I think maintaining the ratio of range differences between the two at the very beginning of the tech tree is best for Distant Worlds.
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