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With missiles getting so much attention lately...

Author
Leisen
Deep Core Mining Inc.
Caldari State
#1 - 2012-05-27 03:04:09 UTC
I thought I'd ask, does anyone know why missiles travel so slowly? They tell us our ships are slow because of how the warp drive functions, creating drag or something. What about missiles though? Surely our missiles aren't equipped with a warp drive, although given the technology available it would make since...if our missiles also followed a target who warped off...but they do not.

tl;dr
Space is big for a missile.
Savage Angel
Garoun Investment Bank
Gallente Federation
#2 - 2012-05-27 03:08:42 UTC
Leisen wrote:
I thought I'd ask, does anyone know why missiles travel so slowly? They tell us our ships are slow because of how the warp drive functions, creating drag or something. What about missiles though? Surely our missiles aren't equipped with a warp drive, although given the technology available it would make since...if our missiles also followed a target who warped off...but they do not.

tl;dr
Space is big for a missile.


It is much easier to hit something traveling at near the same speed. If missiles went 100x as fast as a ship, they could never correct in time to follow any changes in the ship's speed or heading.
ACE McFACE
Dirt 'n' Glitter
Local Is Primary
#3 - 2012-05-27 03:11:07 UTC
Savage Angel wrote:
Leisen wrote:
I thought I'd ask, does anyone know why missiles travel so slowly? They tell us our ships are slow because of how the warp drive functions, creating drag or something. What about missiles though? Surely our missiles aren't equipped with a warp drive, although given the technology available it would make since...if our missiles also followed a target who warped off...but they do not.

tl;dr
Space is big for a missile.


It is much easier to hit something traveling at near the same speed. If missiles went 100x as fast as a ship, they could never correct in time to follow any changes in the ship's speed or heading.

Makes sense

Now, more than ever, we need a dislike button.

Roll Sizzle Beef
Space Mutiny
#4 - 2012-05-27 03:15:08 UTC  |  Edited by: Roll Sizzle Beef
:insert techno babble to make sense of a particular game balance mechanic here:
Savage Angel wrote:

It is much easier to hit something traveling at near the same speed. If missiles went 100x as fast as a ship, they could never correct in time to follow any changes in the ship's speed or heading.


Not quite.

Lets say a BS is at 100km, traveling 120ms.
If a missile is traveling 100x faster than a whole battleship for a fair slow mark. the missile is going 12km/s.
8.3 seconds to reach its target who can at best deviate 1 km at best.

Many current day anti-air missiles can already travel 1.2km/s and connect with a target 7km away at mach 2 or pulling a 88 m/s² accelerated turn. A shorter flight in scale to greater possible deviated target distance of 4km.
Leisen
Deep Core Mining Inc.
Caldari State
#5 - 2012-05-27 03:17:29 UTC
Savage Angel wrote:
It is much easier to hit something traveling at near the same speed. If missiles went 100x as fast as a ship, they could never correct in time to follow any changes in the ship's speed or heading.


Can't correct in time? They only go as fast as missiles today, and with our current electronics missiles have a hard time missing at those velocities. Even while correcting for gravity/atmospheric conditions. I hardly believe that with the technology available in the game that missiles would have any problem correcting "in time". In fact, the faster they travel, the less they have to correct for. Kind of like when you're on the highway going 180. It's easy for you to steer where you want, but there's no way anyone can get out of the way, you're going too fast. In the same way, the more velocity the missile has over its target, the more control it has over the situation and impact.
Leisen
Deep Core Mining Inc.
Caldari State
#6 - 2012-05-27 03:18:14 UTC
Roll Sizzle Beef wrote:
:insert techno babble to make sense of a particular game balance mechanic here:


It wouldn't unbalance things really. In order to keep the same range on missiles do something like -50% max flight time, +50% velocity.
Llywelyn Emrys
Doomheim
#7 - 2012-05-27 03:23:54 UTC
Because CCP hates Caldari nowadays.

True story.
Leisen
Deep Core Mining Inc.
Caldari State
#8 - 2012-05-27 03:25:06 UTC
Llywelyn Emrys wrote:
Because CCP hates Caldari nowadays.

True story.


I habeeb it.
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#9 - 2012-05-27 03:27:06 UTC
Leisen wrote:
I thought I'd ask, does anyone know why missiles travel so slowly? They tell us our ships are slow because of how the warp drive functions, creating drag or something. What about missiles though? Surely our missiles aren't equipped with a warp drive, although given the technology available it would make since...if our missiles also followed a target who warped off...but they do not.

tl;dr
Space is big for a missile.

your avatar is cool.
Llywelyn Emrys
Doomheim
#10 - 2012-05-27 03:27:34 UTC
Leisen wrote:
Llywelyn Emrys wrote:
Because CCP hates Caldari nowadays.

True story.


I habeeb it.


In all seriousness though, it would make missiles a little more competitive in larger-gang warfare if missiles got 50-100% velocity and a corresponding cut of equal magnitude to flight time.

As it stands, missiles can barely land a volley before a target is killed.
Leisen
Deep Core Mining Inc.
Caldari State
#11 - 2012-05-27 03:33:42 UTC
Llywelyn Emrys wrote:
Leisen wrote:
Llywelyn Emrys wrote:
Because CCP hates Caldari nowadays.

True story.


I habeeb it.


In all seriousness though, it would make missiles a little more competitive in larger-gang warfare if missiles got 50-100% velocity and a corresponding cut of equal magnitude to flight time.

As it stands, missiles can barely land a volley before a target is killed.


Pluuuus, since missiles would be reaching their targets sooner, there would be fewer in space at once, and therefore easier on the hamsters. Brilliant!

Now, I'm gonna go play Diablo. Space is hard for a pimp.
Alavaria Fera
GoonWaffe
#12 - 2012-05-27 04:32:07 UTC
Llywelyn Emrys wrote:
Leisen wrote:
Llywelyn Emrys wrote:
Because CCP hates Caldari nowadays.

True story.

I habeeb it.

In all seriousness though, it would make missiles a little more competitive in larger-gang warfare if missiles got 50-100% velocity and a corresponding cut of equal magnitude to flight time.

As it stands, missiles can barely land a volley before a target is killed.

Funny that, yeah. Missiles can take pretty long to travel.

But it seems bullets travel instantly, so heh..

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Chainsaw Plankton
FaDoyToy
#13 - 2012-05-27 04:43:33 UTC
a while back they said if they made missiles go much faster they would break the physics engine :/

@ChainsawPlankto on twitter

RubyPorto
RubysRhymes
#14 - 2012-05-27 05:19:59 UTC
Roll Sizzle Beef wrote:
:insert techno babble to make sense of a particular game balance mechanic here:
Savage Angel wrote:

It is much easier to hit something traveling at near the same speed. If missiles went 100x as fast as a ship, they could never correct in time to follow any changes in the ship's speed or heading.


Not quite.

Lets say a BS is at 100km, traveling 120ms.
If a missile is traveling 100x faster than a whole battleship for a fair slow mark. the missile is going 12km/s.
8.3 seconds to reach its target who can at best deviate 1 km at best.

Many current day anti-air missiles can already travel 1.2km/s and connect with a target 7km away at mach 2 or pulling a 88 m/s² accelerated turn. A shorter flight in scale to greater possible deviated target distance of 4km.


Current missiles do use some aerodynamic effects to steer with in addition to thrust vectoring. This lets them turn much faster than a real space missile (which wouldn't look like a proper missile anyway).

Space missiles have to provide all their turning force via thrusters on the sides/thrust vectoring.

That said, EvE's a submarine game, so Modern Torpedoes are really the better comparison.


But yeah, the relative speeds don't much matter, it's the relative acceleration capabilities (in submarine terms, turning radius + acceleration) that matter, and so long as the missile can accelerate faster, has a top speed (EvE has atmosphere) faster than the target, and endurance to let it catch a distant target, it'll hit.
The stories of the SR-71's patented evasive maneuver "Punch-It" are spectacular.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Leisen
Deep Core Mining Inc.
Caldari State
#15 - 2012-05-27 05:56:10 UTC
RubyPorto wrote:
Current missiles do use some aerodynamic effects to steer with in addition to thrust vectoring. This lets them turn much faster than a real space missile (which wouldn't look like a proper missile anyway).

Space missiles have to provide all their turning force via thrusters on the sides/thrust vectoring.

That said, EvE's a submarine game, so Modern Torpedoes are really the better comparison.


But yeah, the relative speeds don't much matter, it's the relative acceleration capabilities (in submarine terms, turning radius + acceleration) that matter, and so long as the missile can accelerate faster, has a top speed (EvE has atmosphere) faster than the target, and endurance to let it catch a distant target, it'll hit.
The stories of the SR-71's patented evasive maneuver "Punch-It" are spectacular.


I agree with everything said, as I should. It seems commonsensical. It still comes back to, given the technology within the game, why are missiles (sure let's call them torpedoes, though we've already addressed the 'submarine' aspect via drag the warp drive creates), so damn slow?
RubyPorto
RubysRhymes
#16 - 2012-05-27 06:00:58 UTC
Leisen wrote:
RubyPorto wrote:
Current missiles do use some aerodynamic effects to steer with in addition to thrust vectoring. This lets them turn much faster than a real space missile (which wouldn't look like a proper missile anyway).

Space missiles have to provide all their turning force via thrusters on the sides/thrust vectoring.

That said, EvE's a submarine game, so Modern Torpedoes are really the better comparison.


But yeah, the relative speeds don't much matter, it's the relative acceleration capabilities (in submarine terms, turning radius + acceleration) that matter, and so long as the missile can accelerate faster, has a top speed (EvE has atmosphere) faster than the target, and endurance to let it catch a distant target, it'll hit.
The stories of the SR-71's patented evasive maneuver "Punch-It" are spectacular.


I agree with everything said, as I should. It seems commonsensical. It still comes back to, given the technology within the game, why are missiles (sure let's call them torpedoes, though we've already addressed the 'submarine' aspect via drag the warp drive creates), so damn slow?


They're not slow at all, they're faster than modern torpedoes.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Keno Skir
#17 - 2012-05-27 06:11:17 UTC
As mentioned briefly above, if they went super speed it would make them easier to avoid since menouverability would suffer. All you gotta do is fly at a 90 degree andgle to the missile at full speed and turn into it at the last minute. Throwing the missiles point of impact outside of its turning circle sending it flying off behind you. Slower is best as long as it can catch the target.
Messoroz
AQUILA INC
#18 - 2012-05-27 06:13:41 UTC
Scourge Furies travel at Mach 4.
RubyPorto
RubysRhymes
#19 - 2012-05-27 06:19:09 UTC
Messoroz wrote:
Scourge Furies travel at Mach 4.


You mean Mach [Undefined], since the diffuse gaseous atmospheres that exist in interplanetary, interstellar, and intergalactic space are too rarefied to act like a compressible fluid, and thus do not have a defined speed of sound. Mach Numbers are multiples of the speed of sound in the fluid that the object being given a Mach number is travelling through.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Degren
The Scope
Gallente Federation
#20 - 2012-05-27 06:24:24 UTC  |  Edited by: Degren
Everyone saying missiles have a hard time missing in real life, please know that this is false.

Modern missiles have a hard time hitting anything that can change trajectory quickly. There are ways to maneuver to avoid most other tracking computers as well, even on slower aircraft, that will cause the missile to overshoot and pretty much lose the opportunity to hit it, as it's so fast that looping around consumes an immense amount of fuel.

They have a fantastically easy time hitting things that are at relatively close range, even if the target is highly maneuverable. If they are, however, a few kilometers away (as they often are in Eve), a maneuverable airframe can avoid an air-to-air missile fairly easily.

As for air-to-ground missiles, the most advanced models for high-altitude targets only really have enough fuel for one turn...and actually, most are designed to shoot past the target and come back down on it.

Low-altitude is another story, but again...that is due to shorter range.

Low-altitude ADW or short range a2a missiles are comparable to HAMs, more than the slower heavy missiles, etc.

TL;DR: missile things

RubyPorto wrote:
The stories of the SR-71's patented evasive maneuver "Punch-It" are spectacular.


The stories of them trying to put a weapon on it are pretty great too.

"Hey guys...he uh...crashed into his own missile" (or was it a bomb? I forgot)

Hello, hello again.

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