Poll

How good idea is it?

Good idea
3 (23.1%)
It won't change on much things
1 (7.7%)
I don't suggest it, your business
3 (23.1%)
Forget about it, not a good idea
6 (46.2%)

Total Members Voted: 12

Voting closed: August 18, 2003, 06:07:08 am

Author Topic: How stupid is it?  (Read 3337 times)

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Offline TopAce

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Well, I am planning to do a thing:
I want to set all warheads the flag : Bomb
Which means it can be targeted and destroyed like the Stilleto, and the Cyclops. This is one thing in any X-wing games. What do you think is it a stupid idea?
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how would you shoot down a hornet or tempest, those things go way too fast.

also, this will make it lots harder to target real bombs.
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Offline Raptor

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The only other missiles that I would add the 'bomb' flag to are the Trebuchet and the Phoenix V, simply because of their much larger warhead over the others, and the fact that they are physically as large as a Stilleto.
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Offline KARMA

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well the problem of the mess can be avoided using priorities, something like, when pressing the target bomb button:
target the nearest incoming missle
if there aren't
target the nearest enemy bomb attacking a mission objective (or maybe a ship on escort list)
if there aren't
target the nearest enemy bomb
if there aren't
target the nearest enemy warhead
if there aren't
target the nearest warhead
if there aren't
don't change target

probably the fire and forget missles should also remain untargettable.
btw in the xwing games all the warehead are targettable because
1-there are less missles at any time in the mission
2-homing missles are more agressive (they follow target longer)

 

Offline TopAce

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It is just more realistic if any kind of warheads could be destroyed. I cannot imagine that even a Tempest is as small as it could survive in a mass of flak fire.
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Offline Solatar

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But if you are defending say, a transport against a bunch of Hornet armed Basilisks and a few bombers carrying big bombs. You could easily destroy the bombs and let the Hornets impact, but while you are cycling through all the hornets in the area, all the bombers launch their bombs, destroy the transport, and decide to get you next.

Needless to say this isn't good...Maybe the SCP could make all missiles destroyable, but only bombs targetable.

 

Offline Knight Templar

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well I always thought all of the warheads should be able to be shot. Now wether you can shoot themdown or not is up to your skill. So, what Hades said.
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Offline TopAce

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Every missile targetable makes the warhead destroyable. I am sure, I disabled this property of the Stilleto II to make it far better.
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Offline TopAce

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Quote
Originally posted by Knight Templar
well I always thought all of the warheads should be able to be shot. Now wether you can shoot themdown or not is up to your skill. So, what Hades said.


That's wrong, the explosion range of the Cyclops or the Helios would catch it. I have never seen it, despite I always see another missiles going towards the point I shot the Cyclops, too.
Fire Cyclops, change to Tempest, and continous fire.
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Offline Flaser

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I have to agree with what Knight and TopAce said.

All warheads should be destroyable - but they should have different hit points, so some should be able to take a shot from a subach.
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Offline TopAce

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Quote
Originally posted by Flaser
I have to agree with what Knight and TopAce said.

All warheads should be destroyable - but they should have different hit points, so some should be able to take a shot from a subach.


I don't know if we could give a warhead 'hitpoints' property. Never tried it, I think FS2 would not be able to read the $Hitpoints property in the weapons.tbl.
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Offline Knight Templar

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Quote
Originally posted by TopAce


That's wrong, the explosion range of the Cyclops or the Helios would catch it. I have never seen it, despite I always see another missiles going towards the point I shot the Cyclops, too.
Fire Cyclops, change to Tempest, and continous fire.



Err huh? what do you mean thats wrong and what are you talking about?

All I'm saying is that any kind of warhead should be able to be shot....
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Offline karajorma

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Make it so that missiles have hitpoints. If they have them they are destroyable. If they don't, they aren't. Simple huh?

Now who wants to ask the SCP guys for another option to be added to the weapons.tbl? :D
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Offline TopAce

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Quote
Originally posted by Knight Templar
....what are you talking about? ....


I'll explain it on a simple way: I shoot the Cyclops or Helios onto the target. I change to the secondary bank, which is Tempest. I start shooting Tempest, and the explosion range of the cyclops(the shockwave) damages all hulls in its field and that would destroy the fired Tempests. But it does not! This makes me the belive warheads are invicible, when not targetable.
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Offline TopAce

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Quote
Originally posted by karajorma
Make it so that missiles have hitpoints. If they have them they are destroyable. If they don't, they aren't. Simple huh?

Now who wants to ask the SCP guys for another option to be added to the weapons.tbl? :D


We know ... to receive confirmation, have a look at Karajorma's tutorial. :)
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Offline Knight Templar

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Quote
Originally posted by TopAce


I'll explain it on a simple way: I shoot the Cyclops or Helios onto the target. I change to the secondary bank, which is Tempest. I start shooting Tempest, and the explosion range of the cyclops(the shockwave) damages all hulls in its field and that would destroy the fired Tempests. But it does not! This makes me the belive warheads are invicible, when not targetable.


ok, cool, but how does that make me wrong/relate to what I said? Yeah, it could be a problem if you wanted to switch to tempests, but it's realistic that way, and I think that's what people are going for.
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Offline Hippo

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We don't even know if bombs are effected by shockwaves... Ever see shivans firing bomb while still in their wing? shoot one of them down, and it doesn't destroy the others... is may be tre for tempests too, since you can't be absolutely sure that you are hitting it...
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Offline KARMA

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as said, i agree in making all wareheads targettable and destroyable, i think it is a good idea
but only if we can have
1
hitpoints for warehead
2
advanced warehead targeting system (the one i posted should work, other solutions are possible, maybe adding a new command specific for targeting missles)
3
better missle ai, that i think should be needed to equilibrate the possibility to evade missles by destroyng them

  

Offline Black Wolf

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Meh, adding hitpoints is kind of a bad idea IMO - something as seemingly minor as two shots to kill a Helios as opposed to one shot would seriously destabilize some missions. Of course, if it was added on a per camp basis, that'd be a different story...
« Last Edit: July 08, 2003, 10:50:43 am by 302 »
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Offline TopAce

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Quote
Originally posted by KARMA
....better missle ai, ....


Not only missile Ai is needed to be improved :mad2:
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