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.
I don't think you really need E-war to make small ships survivable. Small ships have a mobility advantage. They can accelerate and slow down really quickly, strafe, turn and so on. What you need in that case is giving large weapons pretty slow tracking so they have a hard time hitting a fast-moving target.
Of course if the small ship is stationary, flying directly towards or away from the enemy or otherwise not paying attention, it still could be hit with a large weapon. Unlike with a largely passive E-var module that would provide automatic protection. Large ships can obviously also fit small weapons for point-defense.
I don't think you really need E-war to make small ships survivable. Small ships have a mobility advantage. They can accelerate and slow down really quickly, strafe, turn and so on. What you need in that case is giving large weapons pretty slow tracking so they have a hard time hitting a fast-moving target.
Of course if the small ship is stationary, flying directly towards or away from the enemy or otherwise not paying attention, it still could be hit with a large weapon. Unlike with a largely passive E-var module that would provide automatic protection. Large ships can obviously also fit small weapons for point-defense.
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