E-war: Accuracy Inhibitor

Tael shared this feedback 17 hours ago
Not Enough Votes

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).

Replies (2)

photo
1

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?

photo
1

I remember seeing the destroyed and forgotten edit preview version of Star Wars at the Dominion Theatre, London. The experience was nearly 4 hours long, including a little queuing. I have read that Lucas denies that it ever was a complete version. The canyon scene was a classic, the scale of the attack on the Deathstar was at least five times larger than the later film and the battle to get to the canyon was much much longer. During that battle there were many failed attempts on the canyon, before LS using the force came through. Most of these scenes were removed, after press criticism on how long the battle lasted and on how many x-wing squadrons there were, and there were lots.


Yes it was silly, but fantastic for a young boy to watch.

This version of the film was only ever shown in two theatres for a short number of weeks. The film disappeared, a new edit was made and several months later the standard version was released.

photo
1

Well, the story tells of "thousands" of attackers, among whom the hero is "one of many."


Players of the "Red Baron" type want to be that hero on their first try and without the support of those thousands of "nameless" comrades-in-arms.


That's basically the whole story behind the "Red Barons'" complaints about the overly strong defenses of large ships and the low durability of small ships.

photo
photo
1

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.

Leave a Comment
 
Attach a file