E-war: Accuracy Inhibitor
In SE1 most weapons aren't perfectly accurate, the projectiles fired drift a bit such that while you can generally hit a reasonable target, you can't reliably pick individual armor blocks off the top of a small-grid at long range. I'm proposing an an e-war device that reduces the accuracy of all weapons on a target ship by increasing this projectile-spread.
If the effect was either non-stacking or only stacked to a point then it would be reasonably balanced. Small ships/grinder-monkeys would still have a minimum range to maintain before the extra-spread didn't matter, while larger ships would still be too big to avoid taking hits.
Such a device would also help increase how much combat-players generally enjoy the game by effectively soft-capping engagement ranges to distances where you can still see what you are shooting at (combat is a lot more fun when you are close enough to see things explode instead of just watching tracers fly off toward a target-reticule highlighting a target so far away it isn't even a single pixel on your screen).
I like this feedback
It could also help all those silly people that think flying a strait-line down a narrow canyon full of turrets is a good idea by giving them something to mod some improvised plot-armor in with.
What do you all think?
It could also help all those silly people that think flying a strait-line down a narrow canyon full of turrets is a good idea by giving them something to mod some improvised plot-armor in with.
What do you all think?
Real medium-caliber weapons have a technical dispersion better than one thousandth from a distance (high-quality products have a dispersion better than one MOA -> ~0.2-0.25 thousandths from a distance).
The guidance accuracy of a real turret complex is similar. But beware - only in static mode, with a static weapon and a static target.
In dynamic mode - when firing while moving and at a moving target - the accuracy of fire is always much worse, by more than an order of magnitude.
But you definitely don't want weapons like that in an SE-type game. Given the limitations and rules of the game, they would literally be killing machines.
So "somewhere" in the chain of weapon - tracking system - computer - guidance system, a deliberate error must be inserted so that a live player has a chance against an automatic turret. And the question is, where and in what form to insert such an error.
Real medium-caliber weapons have a technical dispersion better than one thousandth from a distance (high-quality products have a dispersion better than one MOA -> ~0.2-0.25 thousandths from a distance).
The guidance accuracy of a real turret complex is similar. But beware - only in static mode, with a static weapon and a static target.
In dynamic mode - when firing while moving and at a moving target - the accuracy of fire is always much worse, by more than an order of magnitude.
But you definitely don't want weapons like that in an SE-type game. Given the limitations and rules of the game, they would literally be killing machines.
So "somewhere" in the chain of weapon - tracking system - computer - guidance system, a deliberate error must be inserted so that a live player has a chance against an automatic turret. And the question is, where and in what form to insert such an error.
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