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Missiles Ideas

Author
afkalt
Republic Military School
Minmatar Republic
#1 - 2014-07-30 11:49:21 UTC  |  Edited by: afkalt
Hello,

I think most can agree that launchers of most types have various issues. In fact about the only one's I ever really see as being in a semi-good place are HAMs, the remainder is small ones are too good, big ones awful, heavy missiles what are those?!

Having carefully considered it, I think a lot of the problems can be crystallized down to the fact there is insufficient flexibility in the systems to balance them well.

To take heavy missiles as an example - they are a strange beast and fairly non competitive right now. Their particular issue is that at normal engagement ranges they are very lacklustre, however if they were made competitive in that space, they would carry too much weight in terms of a power/range ratio. Light missiles are just flat out too damned good for their reach to counterbalance the point and clear up any notion I'm just wanting flat buffs.

So I don't want to suggest that we mess around with the ammunition as the different kinds are pretty decent in terms of choices/design intent and no-one wants a million different ammo types so my suggestion is this:

Add more launchers (of all sizes and types i.e. rockets>citadels) which modify the ammunition properties, for example "Launcher A" could offer -50% flight time but +x% DPS and/or +y% application bonuses or...whatever, really. Laucher B could over the reverse - trading DPS for range. Specific numbers obviously up for debate as well as fitting requirements

As I see it:
>It would allow pilots to fit for a more defined role
>Allow CCP to have some flexibility in controlling the launchers and their meta with a lot more precision.
>Give launcher users fitting compromises - Currently there is no launcher equivalent analogous to dropping 425mm to 220mm AC's for fitting reasons
>Mitigates the problem of trying to balance a 0-100km+ weapon system into something which is "fair" across all ranges by breaking that engagement range down into chunks.



As always, I don't profess to be an expert so any problems (other than dev time/might be hard to code) which this might present would be useful feedback, maybe we can get this working.
Fer'isam K'ahn
SAS Veterinarians
#2 - 2014-07-30 11:56:58 UTC
Isn't this something that will be coming with the next module meta changes ?

And besides that, I think your exapmles (%) are a bit off, you start blending the two systems for each size, I would not want this.
afkalt
Republic Military School
Minmatar Republic
#3 - 2014-07-30 12:46:11 UTC  |  Edited by: afkalt
Absolutely, the examples are just placeholders. I've done no analysis on the hard numbers that would be needed (know your strengths and all that)

As for the meta change, I do not know. I was assuming that was redressing meta 1-4 this is more adding size variants

So guns have

Small Size 1 [Meta 1-N]
Small Size 2 [Meta 1-N]
Small Size 3 [Meta 1-N]
Medium Size 1 [Meta 1-N]
Medium Size 2 [Meta 1-N]
Medium Size 3 [Meta 1-N]

And so on

Launchers have

Small size 1 [Meta 1-N]
Medium size 1 [Meta 1-N]
Large size 1 [Meta 1-N]


Obviously this is mirrored between "short range" and "long range" systems, but that applies to both.

I'm suggesting adding the size differences and at the same time using the new modules to play with the range/dps/application etc

If that makes more sense?
Tij Lamor
Doomheim
#4 - 2014-07-30 16:16:22 UTC
Have to admit that I like heavy missiles, especially when paired with drones. They give a moderately skilled player an engagement range of 50 km with 100% accuracy and decent application with the right mix of modules, rigs and skills. Cruise missiles paired with sentry drones again permit a moderately skilled player to engage at 100 km with excellent accuracy and damage application. The main downside is flight delay, which doesn't matter much for PVE, and a lack of platforms with bonuses for both. Right now, you're looking at the Gila and Rattlesnake - both exceptional ships, but it would be nice to have basic T1 options. Perhaps the Cyclone/Typhoon with a drone bonus or the Prophecy/Armageddon with a missile bonus!
Bullet Therapist
FT Cold Corporation
#5 - 2014-07-30 17:30:21 UTC  |  Edited by: Bullet Therapist
Missiles deserve some attention right now, among other things. My guess is it will be a while before they get looked at.

As far as issues with the current system, I'd have to say that the issues I see are as follows.

1. Torpedoes and heavy assault missiles do not follow other short ranged weapon systems in having reduced fitting requirements. Torpedoes are particularly large offenders in this category.

2. Torpedoes and cruise missiles have inverted 'tracking' characteristics. Cruise missiles have damage application that should probably be nerfed a little bit, and torpedoes should have much better damage application. Torpedoes are a short ranged weapon system and for the most part don't even apply their full DPS to battleship sized targets. Torps should probably also have about 50% more base range.

3. Heavy missiles do too little DPS. Not by much, but they got nerfed too hard. A tracking hit and a DPS hit at the same time was too dramatic. They don't need much more DPS, but they should be a little more viable.

4. There still isn't a low slot missile equivalent to tracking enhancers or a mid slot equivalent to tracking computers, and no, target painters don't fulfill the same function. Drones have it now, why not missiles?

5. Target painters are still weak relative to other EWAR systems. Stasis webifiers for example lower a targets speed by up to 60%, dramatically improving tracking while also allowing for range control, transversal manipulation etc. While webs are short ranged, TPs will never be able to match the control effect that webs bring to the field, and so should be buffed accordingly.

6. Missiles aren't affected by tracking disruptors. Many people say that the time-to-target feature and vulnerability to smartbombs make up for this. I don't really buy that. Missiles already have damage selectability and always at least land a hit. With the introduction of new missile support modules, and a buff to TPs, the application of tracking disruptors to missiles will be more than accounted for.

7. Light missiles should probably have their application nerfed a little bit, right now they're too powerful. Rockets on the other hand should probably have their DPS increased slightly and their fitting requirements reduced slightly. Part of this is the problem with the small ship size/speed metagame taking place right now. Brawling ships, short ranged fits, and afterburners in general could use an overall buff.
afkalt
Republic Military School
Minmatar Republic
#6 - 2014-07-30 19:08:24 UTC
Actually now you mention it, precision missiles could use some work.

It'd also be nice to see the Mordu missile speed/range bonus partly applied to all missiles, it's depressing watching missiles not hit a target 25km away because you're both burning very fast and they can't cover the gap with the speed difference in the flight time.
Hakaari Inkuran
State War Academy
Caldari State
#7 - 2014-07-30 19:32:44 UTC
afkalt wrote:
Actually now you mention it, precision missiles could use some work.

It'd also be nice to see the Mordu missile speed/range bonus partly applied to all missiles, it's depressing watching missiles not hit a target 25km away because you're both burning very fast and they can't cover the gap with the speed difference in the flight time.

I would actually agree on this one, and I think in response mordu missile role bonus could be strengthened even further for even less delay between launch and impact.
Celthric Kanerian
Viziam
Amarr Empire
#8 - 2014-07-30 22:49:53 UTC
I wouldn't say HAM's are in a good place... Actually no medium weapons are in a good place because they can do the same dps as large weaponry with the correct skills and equipment, except Heavy Missiles, which are downright useless at the moment.
Abrazzar
Vardaugas Family
#9 - 2014-07-30 23:10:17 UTC
I say remove explosion velocity and double the effect of explosion radius to finally give missiles a tracking independent damage application instead of a vector independent tracking penalty.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#10 - 2014-07-31 00:51:31 UTC
Bullet Therapist has good ideas, for the most part I agree, and I would like to add replacing missile velocity with missile acceleration in such a way that short range flight times are roughly similar but using cruise missiles at their maximum range would actually be partially viable. As it stands cruise missiles can easily range over 220km, but would take over 20seconds to cross that gap which makes the idea of engaging at 200km laughable at best. Replace their maximum velocity with a flat acceleration number and maybe they could cross that gap in 7-10 seconds. Javelins have higher acceleration than stock and Furies have lower, thus keeping the range consistent and reinforcing their particular roles.
Further, you could tie the damage to the velocity at impact, meaning that cruise missiles would apply more damage at 75km than at 5km. Torpedoes, the bigger and slower missile, would be less vulnerable to this because of their shorter engagement range and heavier payload.
In a sci-fi universe where artillery shells cover 150km at the same speed as lasers, why do missiles have a maximum velocity?
Fer'isam K'ahn
SAS Veterinarians
#11 - 2014-07-31 11:11:26 UTC  |  Edited by: Fer'isam K'ahn
scorchlikeshiswhiskey wrote:
Bullet Therapist has good ideas, for the most part I agree, and I would like to add replacing missile velocity with missile acceleration in such a way that short range flight times are roughly similar but using cruise missiles at their maximum range would actually be partially viable. As it stands cruise missiles can easily range over 220km, but would take over 20seconds to cross that gap which makes the idea of engaging at 200km laughable at best. Replace their maximum velocity with a flat acceleration number and maybe they could cross that gap in 7-10 seconds. Javelins have higher acceleration than stock and Furies have lower, thus keeping the range consistent and reinforcing their particular roles.
Further, you could tie the damage to the velocity at impact, meaning that cruise missiles would apply more damage at 75km than at 5km. Torpedoes, the bigger and slower missile, would be less vulnerable to this because of their shorter engagement range and heavier payload.
In a sci-fi universe where artillery shells cover 150km at the same speed as lasers, why do missiles have a maximum velocity?

Well, I'd say 'no' to the general cut on travel time on cruise.... since it's got 'cruise' in it, not 'hot rod'.

I love the idea though of missiles accelerating and only dealing full damag on max acceleration, which means lore wise they rather pierce and deal the most amount of damage inside the target, rather then just splash over it.

Al this seems more like a full revamp than just a module edit to me - would not be against it though, love missiles and they could do with some more realism. GET RID OF SMOKE TRAILS ... PLEASE Attention
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#12 - 2014-07-31 14:13:09 UTC
Fer'isam K'ahn wrote:
scorchlikeshiswhiskey wrote:
Bullet Therapist has good ideas, for the most part I agree, and I would like to add replacing missile velocity with missile acceleration in such a way that short range flight times are roughly similar but using cruise missiles at their maximum range would actually be partially viable. As it stands cruise missiles can easily range over 220km, but would take over 20seconds to cross that gap which makes the idea of engaging at 200km laughable at best. Replace their maximum velocity with a flat acceleration number and maybe they could cross that gap in 7-10 seconds. Javelins have higher acceleration than stock and Furies have lower, thus keeping the range consistent and reinforcing their particular roles.
Further, you could tie the damage to the velocity at impact, meaning that cruise missiles would apply more damage at 75km than at 5km. Torpedoes, the bigger and slower missile, would be less vulnerable to this because of their shorter engagement range and heavier payload.
In a sci-fi universe where artillery shells cover 150km at the same speed as lasers, why do missiles have a maximum velocity?

Well, I'd say 'no' to the general cut on travel time on cruise.... since it's got 'cruise' in it, not 'hot rod'.

I love the idea though of missiles accelerating and only dealing full damag on max acceleration, which means lore wise they rather pierce and deal the most amount of damage inside the target, rather then just splash over it.

Al this seems more like a full revamp than just a module edit to me - would not be against it though, love missiles and they could do with some more realism. GET RID OF SMOKE TRAILS ... PLEASE Attention

What's wrong with a full revamp? They've redone drones already, and since projectiles and hybrids are both light speed weapons they haven't needed to make changes there. Actually, I suspect that the switch could be make relatively easily within the code since you would be swapping formulas and values, as these things go I think that might be one of the easier changes to make. (Compared to balancing ships and whatnot)
I don't think missiles should have to get to max range to do full damage, it would need to be different for each particular type because this would basically establish a de facto optimal range for missiles. So, hypothetically and using completely made up numbers, rockets would do max damage at 9km on a Corax whereas lights would do max damage at 25km.
The missile velocity bonus on the Raven could be kept, somewhat, and implemented as a higher base velocity which means that missiles from a Raven would get to a given range faster than missiles from a Typhoon, but the Typhoon missiles do higher damage when they get there.
So you like the acceleration idea but you don't think cruise missiles should get to max range any faster because their name implies that they're taking the scenic and stopping at every mile marker for a photo op?
Fer'isam K'ahn
SAS Veterinarians
#13 - 2014-07-31 14:28:05 UTC
Well, I think you misread the first two things you are replying to.

I only noted the 'revamp' as an observation, and said 'I would be for it'. You don't have to refute me. Big smile

Secondly I said on full accelereation, not full range and was agreeign with you, same as above. Full acceleration could be acchieved at 1/4, 1/5 or 1/10 max distance.

And yes, I do observe them as taking the scenic route, but that's just me. Basically it implies the relation of size and speed. And they already got speed buffed as far as I remember. But It doesn't mean that I would protest against a slight cut in travel time and maybe a boost (2x) of related rigs for example.

In regards to sniping, know your damage, know your volleys, pre-cancel launchers and you are fine, you can already hit the third ship from 200+km while the first volley for the first ship is still diving in. This can be achieved through active gameplay and does not need a fix game mechanic wise. But again, that's my opinion. Missiles are supposed to have postponed damage application.
And if you don't snipe, how about you fit Heavy Rapids ?
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#14 - 2014-07-31 14:50:35 UTC
Fer'isam K'ahn wrote:
Well, I think you misread the first two things you are replying to.

I only noted the 'revamp' as an observation, and said 'I would be for it'. You don't have to refute me. Big smile

Secondly I said on full accelereation, not full range and was agreeign with you, same as above. Full acceleration could be acchieved at 1/4, 1/5 or 1/10 max distance.

And yes, I do observe them as taking the scenic route, but that's just me. Basically it implies the relation of size and speed. And they already got speed buffed as far as I remember. But It doesn't mean that I would protest against a slight cut in travel time and maybe a boost (2x) of related rigs for example.

In regards to sniping, know your damage, know your volleys, pre-cancel launchers and you are fine, you can already hit the third ship from 200+km while the first volley for the first ship is still diving in. This can be achieved through active gameplay and does not need a fix game mechanic wise. But again, that's my opinion. Missiles are supposed to have postponed damage application.
And if you don't snipe, how about you fit Heavy Rapids ?

Full acceleration isn't a thing that I am aware of, the acceleration would be constant and the velocity would be changing constantly. If the acceleration were 50m/s, it would be constant from launch until impact, only the velocity would change.

20 second flight time for near-max range cruise missiles, even from a Raven, shoehorns that engagement tactic to PvE and structure bashing, it would be laughable at PvP and I see no reason why the change couldn't be made in such a way as make 200km cruise missiles viable. They shouldn't be instant, but 3 salvoes in flight at one time is a little ridiculous, especially if all 3 are wasted because the rest of the fleet kills the target. 7-10 seconds would still keep missile pilots being proactive and trying to predict the future while allowing them to contribute more to a fleet fight. Besides, at that range there has to be a separate group to tackle, web, paint, and brawl so this would add content in the sense that you could drop reinforcements on the snipers while all their support is 150-200km away. Who wouldn't want to do that?Big smile
Fer'isam K'ahn
SAS Veterinarians
#15 - 2014-07-31 15:08:44 UTC
Well, nobody said missile long range dps is easy Blink

I thought acceleration is part of the suggestion. I am not aware of it being a thing either, unless you count the launch itself, which is always off course.

In my imagination fuel for acceleration depletes after a while (like I mentioned 1/10th range maybe) leading to the final velocity (max) at which the missile travels and impacts the target. The rest (and very limited) fuel is just for course corrections.

Your version of permanent acceleration would mean it hits the strongest from the farthest range and acts in the end only like a projectile, not a missile. This could also mean, that a missile would in theory completely pierce a ship and explode behind the ship with limited effect. Also only viable for kinetic damage. If you add premptive triggers for explosions to prevent this, why the speed influence in the first place. I see it therefore as a self defeating argument. Limited acceleration fuel, max velocity is the way to go I think.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#16 - 2014-07-31 15:53:33 UTC
Fer'isam K'ahn wrote:
Well, nobody said missile long range dps is easy Blink

I thought acceleration is part of the suggestion. I am not aware of it being a thing either, unless you count the launch itself, which is always off course.

In my imagination fuel for acceleration depletes after a while (like I mentioned 1/10th range maybe) leading to the final velocity (max) at which the missile travels and impacts the target. The rest (and very limited) fuel is just for course corrections.

Your version of permanent acceleration would mean it hits the strongest from the farthest range and acts in the end only like a projectile, not a missile. This could also mean, that a missile would in theory completely pierce a ship and explode behind the ship with limited effect. Also only viable for kinetic damage. If you add premptive triggers for explosions to prevent this, why the speed influence in the first place. I see it therefore as a self defeating argument. Limited acceleration fuel, max velocity is the way to go I think.

Acceleration is part of the suggestion, but acceleration doesn't change. Or shouldn't at least since the missile just turns on it's engine and goes, it doesn't have gears or anything it just has a constant acceleration.
So you're saying they burn out and go ballistic, saving very little fuel for maneuvering? That would be more in keeping with how they behave now actually, and maybe that is the logic behind it. Interesting.....
My thinking is that Eve has quantum computers, so the missile could keep accelerating and the computer would be able to keep up with the navigation and detonation. Anti-Aircraft missiles in a real-world arsenal don't detonate on impact, they detonate slightly before impact and shower the aircraft with shrapnel, heat and blast wave. I think that is why there is an explosion velocity and radius as part of missile mechanics in Eve, they detonate off the target and catch it in the blast wave instead of actually impacting. (Probably the shield causes them to detonate away from the ship, would love to see shield visuals...) This doesn't explain how you could do kinetic damage with an explosion, but that's nit picking just a bit.
So why tie damage to the end velocity? Because the blast wave and shrapnel would start with a higher base velocity before detonation so when they hit the target they are going faster, they will have higher kinetic energy and higher kinetic energy translates to higher damage.
I actually kinda like your idea of coasting and then a final burn to position for impact but as long as every other weapon type is insta-damage (light speed artillery shells and all), I think that a mechanic of that nature is too biased. It's basically an explanation for the current mechanic, and a really cool one, but light speed artillery negates the cool/realism factor for me. If anything, projectiles and hybrids should be the ones with a velocity that translates into a short flight time. So instead of 1400s doing insta-damage at 150km+, they would take a few seconds to get there. Or the numbers could be tweaked so that, at 220km+, cruise missiles impact just before artillery but still without the ridiculous alpha, that would be really cool. They would still be faster than cruise missiles but more realistic. In that case I would be more willing to accept your coasting mechanic, but while missiles are the only delayed damage (not counting drones because I don't like drones) I think it is biased.


Also, bear with me while I drink some coffee... Smile
Fer'isam K'ahn
SAS Veterinarians
#17 - 2014-07-31 16:29:09 UTC  |  Edited by: Fer'isam K'ahn
Ok, I think we are basically on the same page, but you misunderstand some terms or concepts, since you change or switch them, then say the same as me or give the same examples while trying to relate to the same argument, but from the other perspective. You got some 'Irish' in that coffee ?

scorchlikeshiswhiskey wrote:
Acceleration is part of the suggestion, but acceleration doesn't change. Or shouldn't at least since the missile just turns on it's engine and goes, ....

Acceleration means adding speed constantly (which btw is not how EVE engines work, which is part of the problem) which means, that the missile gets faster constantly. Lets say it adds 1.000m/s per second, which means that after 10 seonds it will travel with 10.000m/s (am neither math nor physics genius, someone else can do real math on this). And I believe they go much faster atm, which could eman they travel with 60.000m/sec after just 5 seconds. There are some issues with this, which is why I woudl like to see max velocity after a small period of acceleration.

Quote:
My thinking is that Eve has quantum computers, so the missile could keep accelerating and the computer would be able to keep up with the navigation and detonation. Anti-Aircraft missiles in a real-world arsenal don't detonate on impact, they detonate slightly before impact and shower the aircraft with shrapnel, heat and blast wave.

Because we have a final velocity, which is balanced otu between acceleration and resistance. And you can calculate the time and distance as well as use sensors here on earth. In space you go way beyond speeds that are manageable in this fashion.

Quote:
I think that is why there is an explosion velocity and radius as part of missile mechanics in Eve, they detonate off the target and catch it in the blast wave instead of actually impacting.

I don't think it has anything to do with realism but the implementation to mitigate damage like being hit with turrets. And every connection is rather a coincidence due to trying to make it as logically sound as possible. Don't mix symptom with cause.

Quote:
This doesn't explain how you could do kinetic damage with an explosion..

Not from the explosion, from the impact. An object hitting something with high speed foremost would cause Kinetic damage (the implied conclusion to which damage type the argument might work with). Thermal due to limited friction, EM - not really, and Explosion only if somethign exlposive in the ship got hit and ignited.
I assumed that a missile travling at a speed to high to deal with would pierce compeltely and deliver the payload (Therm,EM, Kin, Expl) behind the target - if you care to read again.

The rest follows.


And no, just because somethign else works adifferent way, it doesn't havce to be similar. Each weapon system has its advantages and disadvantages. The rest is up to lore and physics. I believe you can accelerate a tiny projectile faster and quicker over short distances then any self propelling object - and a few hundret kilometer in space are very short distances. Blink
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#18 - 2014-07-31 17:41:31 UTC
Yes, I think we are on a similar page. And I also agree that I'm trying to fit Eve mechanics with real-life logic and how silly that can be, but it's the best way to make analogies on forums for people who don't understand what I'm trying to say as well as you seem to. Plus it helps me think.
I can understand having a max velocity and an acceleration such that missiles act different than currently but not completely the way I'm proposing, and I do think that that would be more realistic but I would also like to see missile sniping being competitive with instant damage artillery. Currently there is no good reason to use cruise missiles at that range outside of pos gun bashing for people that don't have an Ishtar, if larger missiles are going to be pushed towards pos bashing like that it would be nice if they would just come out and say it. Back on topic, if cruise missiles were able to continuously accelerate, maybe cruise missiles are the only ones that behave this way and the rest use your idea, then they would be competitive with arty and railguns while not overly disturbing things.

When it comes to distance and space combat, I think nothing beats David Weber's Honor Harrington but they engage at ranges in the millions of kilometers and their missiles use your idea. Taking minutes to cross the gap and then maneuvering wildly to do damage. As for projectiles, yes you can get them going really fast which is why I don't have a problem with insta-damage on blasters and AC's, but there is a limit to how fast you can reasonably make something go even in space and light speed is usually recognized as taking a whole hell of a lot of energy.

No Irish in the coffee, I'm just all over the place today. Usually I do a better job with my forum posts...





afkalt
Republic Military School
Minmatar Republic
#19 - 2014-09-04 08:15:10 UTC
Shameless bump as there are a few missile threads lurking about right now and I (still) think this idea would open a lot of options for finer tuned balance.
Valkin Mordirc
#20 - 2014-09-04 08:23:02 UTC
I support this idea and would love it if a dev would drop in and hint at a Soon™ upcoming rebalance. It is pretty silly that target sitting still would not take the full dps of a missile.
#DeleteTheWeak
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