When the
$use additive weapon velocity: flag (in AI_Profiles) is set, it kind of breaks most missiles right now (or at least makes them "feel" wrong, see below).
Missiles
maximum speed is affected by the motion of the firing ship, instead of just their
initial speed. This means that if you fire a missile while gliding backwards, it will move agonizingly slowly and be pretty much useless as a weapon. Although this behavior makes some amount of sense for "rocket" style missiles, it feels very wrong for any type of homing missile.
The problem is made more complicated by the fact that missiles do not accelerate. Some of them have a "Free flight" stage where they move at (firing ship speed + 1/4 missile speed) for however long the stage is, but that's it. The result is that the additive velocity given to missiles affects their maximum speed, which is what feels so wrong. The idea that a missile can turn but can't accelerate even to its specified maximum speed just seems silly IMO.
So what can/should we do about it?
1). Add an optional "Acceleration" parameter for missiles. If specified, missiles always start at 0 (or inherited momentum if additive weapon velocity) and accelerate up to their top speed. If they somehow start over top speed, they would decelerate to that speed using the same factor (alternately, a separate "Deceleration" parameter could be provided). This would be generally useful whether or not additive weapon velocity was in use. Most importantly (for this discussion
) it would provide a way for missiles to accelerate/decelerate to their desired speed, no matter at what speed they were launched.
2. Disable additive velocity for homing missiles. They would still inherit momentum during the "free flight" stage (if specified for the missile) but would then instantly switch to normal flight characteristics after that.
3. Leave things how they are. Maybe I'm the only one who thinks this needs changing.
4. Other? (Your idea here)