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Constant missile acceleration - fixes flight time issues

Author
Frostys Virpio
State War Academy
Caldari State
#21 - 2015-01-23 20:08:33 UTC
afkalt wrote:
Talking about realism with a system where a ship can out fly an explosion and a ship smaller than the blast radius magically taking less damage......fools errand.

Balance beats reality all day long


You do realise that if you get more damage at longer range, you will get the arty treatment of reduced raw DPS right? Is this really what you want?
Reaver Glitterstim
The Scope
Gallente Federation
#22 - 2015-01-23 20:12:05 UTC
Actually since missiles have a drawback at longer ranges (increased shot time to target) which turrets don't have, it could perhaps make sense for them to increase damage at longer range. Or perhaps them not losing damage at longer range is enough bonus.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Frostys Virpio
State War Academy
Caldari State
#23 - 2015-01-23 20:20:03 UTC  |  Edited by: Frostys Virpio
Reaver Glitterstim wrote:
Actually since missiles have a drawback at longer ranges (increased shot time to target) which turrets don't have, it could perhaps make sense for them to increase damage at longer range. Or perhaps them not losing damage at longer range is enough bonus.


The lack of ammo swap requirement for longer range resulting in lower DPS is already an upside yes. If you give them more, then cruise would out-damage, out apply and out reach torpedoes for example as long as your target was far enough. If a change where flight time increase damage gradually happen, the initial damage will be nerfed into the groud or at least they will introduce a "dead zone" where your missile is not armed yet.
Reaver Glitterstim
The Scope
Gallente Federation
#24 - 2015-01-23 20:27:46 UTC
I was thinking more of a small damage increase, with the initial damage being the most important. Like, a cruise missile might make 3-6% more damage by the end of its flight, or 9-12% on a sniper battleship with range bonuses to cruises. Barghest would pretty much just get the base damage because its missiles would spend so little time in flight.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

afkalt
Republic Military School
Minmatar Republic
#25 - 2015-01-23 21:00:05 UTC
Frostys Virpio wrote:
afkalt wrote:
Talking about realism with a system where a ship can out fly an explosion and a ship smaller than the blast radius magically taking less damage......fools errand.

Balance beats reality all day long


You do realise that if you get more damage at longer range, you will get the arty treatment of reduced raw DPS right? Is this really what you want?


I think the idea is a poor way to 'fix' missiles. My point was more realism got out the building a decade ago, let's not have its memory hold stuff back Smile

Long range missiles are held by equally by the hilarious lack of a sniping meta and target swapping is impossible to do without telegraphing it.

If they changed red boxing to not apply until the first round landed.....THAT becomes interesting.
Frostys Virpio
State War Academy
Caldari State
#26 - 2015-01-23 21:28:51 UTC
Reaver Glitterstim wrote:
I was thinking more of a small damage increase, with the initial damage being the most important. Like, a cruise missile might make 3-6% more damage by the end of its flight, or 9-12% on a sniper battleship with range bonuses to cruises. Barghest would pretty much just get the base damage because its missiles would spend so little time in flight.


Then it does not make any sense if the barghest get's the lowest bonus since it has the fastest missile with more than likely the strongest acceleration.

12% increase is probably close to torpedo damage with extra range and application.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#27 - 2015-01-23 21:58:00 UTC
Frostys Virpio wrote:
Reaver Glitterstim wrote:
I was thinking more of a small damage increase, with the initial damage being the most important. Like, a cruise missile might make 3-6% more damage by the end of its flight, or 9-12% on a sniper battleship with range bonuses to cruises. Barghest would pretty much just get the base damage because its missiles would spend so little time in flight.


Then it does not make any sense if the barghest get's the lowest bonus since it has the fastest missile with more than likely the strongest acceleration.

12% increase is probably close to torpedo damage with extra range and application.

Which sounds bad, but wouldn't be quite so bad if that only happened as you approach max range envelopes. Not to say I think this is the way to go, I much prefer the mix of ideas put forth in the HM thread. I'm also hoping that if that gets enough first page attention then CCP might actually decide to give a damn and do something like what they just announced for AC's
Kenrailae
Center for Advanced Studies
Gallente Federation
#28 - 2015-01-23 22:54:55 UTC
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.

The Law is a point of View

The NPE IS a big deal

afkalt
Republic Military School
Minmatar Republic
#29 - 2015-01-23 23:34:41 UTC  |  Edited by: afkalt
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.

Edit: The concept of max velocity only applies when accelerating into resistance.
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#30 - 2015-01-23 23:54:53 UTC
afkalt wrote:
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.

Edit: The concept of max velocity only applies when accelerating into resistance.

Agreed. Eve-space is not a vacuum, it is not empty, rather ships behave more as if they were in an atmosphere or some other fluid that resists motion. This is also why ships roll and turn, like a ship at sea or a plane, instead of simply pivoting around an axis. A rocket engine on a missile would, as stated above, propel it at a constant (or near enough) acceleration until it exhausted all of its fuel, the result being a missile that would be traveling extremely fast. David Weber's Honor Harrington series features much more "realistic" missile combat across millions of kilometers at many orders of magnitude greater speed. Regardless, we are stuck with fluid physics so it would make more "sense" to increase the max V instead of acceleration.
Frostys Virpio
State War Academy
Caldari State
#31 - 2015-01-24 01:52:48 UTC
afkalt wrote:
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.

Edit: The concept of max velocity only applies when accelerating into resistance.


Why can't my ship accelerate indefinitely then? What is the limiting factor on them irrelevant to missile?
Kenrailae
Center for Advanced Studies
Gallente Federation
#32 - 2015-01-24 02:34:11 UTC
afkalt wrote:
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.

Edit: The concept of max velocity only applies when accelerating into resistance.



Okay. Admittedly I'm not superbly well versed on Vacuum Mechanics. But if the rocket were to expend all it's fuel accelerating, it then wouldn't be able to turn/adjust course to continue tracking it's target, would it?

The Law is a point of View

The NPE IS a big deal

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#33 - 2015-01-24 02:44:42 UTC  |  Edited by: scorchlikeshiswhiskey
Kenrailae wrote:
afkalt wrote:
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.

Edit: The concept of max velocity only applies when accelerating into resistance.



Okay. Admittedly I'm not superbly well versed on Vacuum Mechanics. But if the rocket were to expend all it's fuel accelerating, it then wouldn't be able to turn/adjust course to continue tracking it's target, would it?

Not with that engine, no. However it could be fitted with thrusters or auxiliary engines for such maneuvers. Presumably this is why missiles disappear instead of going ballistic and still being capable of doing damage. Also, it is would be possible for the engine to turn off and retain some fuel for final maneuvering.

As for Frostys and why your ship can't accelerate constantly, technically it is. The engines are on and are propelling it against whatever space atmosphere is filling Eve-space, that is why people say that Eve uses fluid physics. Basically, Eve-space isn't empty so ships can only go so fast.
Anhenka
The New Federation
Sigma Grindset
#34 - 2015-01-24 02:47:52 UTC
Frostys Virpio wrote:
afkalt wrote:
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.

Edit: The concept of max velocity only applies when accelerating into resistance.


Why can't my ship accelerate indefinitely then? What is the limiting factor on them irrelevant to missile?


If we lore it up, the answer is "magical space drag" caused as a side effect of having a warp drive on ships. Having a warp drive = space drag. No warp drive = No space drag. So missiles could accelerate continuously from a lore standpoint.

That being said, missiles having continuous acceleration is bad on a number of levels people have already discussed.
Nolak Ataru
Hedion University
Amarr Empire
#35 - 2015-01-24 04:44:30 UTC
I like the idea, but you will run into an immersion problem with a missile going however fast turning near instantly with no thought to the speed it's currently going. A missile doesn't go from 30km/s in direction AB to 30km/s in direction BA in the space of a few seconds, especially not in space.
Reaver Glitterstim
The Scope
Gallente Federation
#36 - 2015-01-24 10:48:17 UTC  |  Edited by: Reaver Glitterstim
Frostys Virpio wrote:
12% increase is probably close to torpedo damage with extra range and application.

Torpedoes have 37.75% more raw DPS than cruise missiles.

The Barghest would only deal a bit less damage which isn't really a disadvantage because it doesn't have to wait all that time for the missiles to reach the target, but I have decided I don't like the idea of increased damage by flight time anyway.



Kenrailae wrote:
afkalt wrote:
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


Only not sound because infinite fuel isnt possible. It will continue to accelerate until the fuel expires and then continue at that speed until the end of time and space. Or until a gravity well pulls it in/crashes/etc, but you get the idea.

Edit: The concept of max velocity only applies when accelerating into resistance.



Okay. Admittedly I'm not superbly well versed on Vacuum Mechanics. But if the rocket were to expend all it's fuel accelerating, it then wouldn't be able to turn/adjust course to continue tracking it's target, would it?

When a missile is accelerating in vacuum, the lack of resistance actually makes it not ever hit a max velocity. In air, a balance is soon reached between the thrust of a cruise missile and the air resistance holding it back. Cruise missiles fly as high as possible to reduce air resistance, so they can fly faster. A torpedo in water very quickly reaches terminal velocity, this is why many of them are shot across the surface of the water.

Spaceships in real life would not have top speeds.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tusker Crazinski
Native Freshfood
Minmatar Republic
#37 - 2015-01-24 22:06:02 UTC
Kenrailae wrote:
Space doesn't have wind or water resistance, so wouldn't missiles hit their max velocity very shortly after being launched? An engine only outputs so much power, and minus resistance that peak would be hit quickly. Infinite acceleration is not mechanically sound.


So i ask what is max speed in a frictionless environment? well 99.99999999````%C.

the missiles would accelerate till they ran out of propellant, we call these delta V budgets.

Colette Kassia
Kassia Industrial Supply
#38 - 2015-03-10 08:20:45 UTC  |  Edited by: Colette Kassia
I was thinking about the weird naming system for missiles. Compare with other main weapons:
-Hybrid Turrets - You got Rail Guns for long range, and you got Blasters for short range. They come in small, medium, large, and XL.
-Lasers - You got Beams for long range, and you got Pulses for short range. They come in small, medium, large, and XL.
-Projectile Weapons - You got Autocannons for short range, and you got Artillery for long range. They come in small, medium, large, and XL.

.... and then you have missiles. Light Missiles are small and for long(ish) range. And there are heavy missiles. "Oh, 'heavy' is the opposite of 'light'. So these must be the big ones. What about the medium ones?" Nope, "heavy" is the medium size; and they're for long range. The short range medium size is called "heavy assault". "Okay. So then 'light assault' missiles are the small, start range--" Nope. those are "rockets". There is no "light assault". And for the large missiles we have some totally new names, "cruse missiles" and "torpedoes." "Okay.. so.." There is no size adjective; they just are. Except for "citadel" versions. Those are the extra large versions. They go on capital ships even though a citadel is a kind of stationary fortress. Got it?

They really should make the naming of missiles consistent. I don't care what two names they go with. Missile/Rocket, Cruse/Torpedo, regular/Assault. Whatever, it doesn't matter. They other ugly bit about missiles is that you need two different kinds for each size. Hybrid, projectile, and laser weapons use the same ammo for both short and long range versions (except T2 ammo). But missiles can't work this way because the range is, in theory, set by the characteristics of the little solid-fuel rocket motor that propels the warhead to its target, rather than by the launcher.

But there's a way around that: Constant Acceleration. (I always get on-topic eventually Lol )

You may remember this equation from high-school physics,
Distance = InitialVelocity x Time + 0.5 x Acceleration x Time^2


The way to cause the same missile, with the same burn-time and the same constant acceleration, to fly a different distance is by giving it a different InitialVelocity! Have the short range launcher plop the missile out with low velocity and let it accelerate mostly on its own. And have the long range launcher fling the missile out at much higher velocity so that it can go farther with the same burn-time. The DPS for the two can be trivially adjusted by setting difference rates of fire.

And consider the effect your ships velocity would have if it was added to the initial missile velocity. if you fire the missile in the direction your ships is travelling than the missiles range would effectively be extended. Here's your explanation for how stealth bombers can launch torpedoes so far. Conversely, if you were moving away from your target then your range would be effectively reduced. Travelling perpendicular to the line to your target would have no effect on range. This effect would be most pronounced for fast ships which are launching relatively slow missiles (such as bombers). Drakes wouldn't care much. Max-range missile sniping using this mechanic would have it's DPS balanced (reduced) by the practical matter that moving towards the target for a time will require moving away from the target for a similar amount of time in order to maintain range (DPS will be effectively halved).

So here we have a mechanic that connects pilot skill with missile performance. A bomber pilot would have to consider the trade-off between launching from greater range, but with the danger of having to fly directly towards the battleship and its huge turrets, or going in closer to where they can hit the target while still maintaining high transverse velocity.

Missiles are currently seen as the lazy weapon system suitable mostly for half-AFK PvE players. They're kinda boring. Real pilots Guns. This would be one way to make missiles more interesting and missile boats more fun to fly. Big smileIt would also be possible to change bombs to have zero acceleration and little (if any) initial velocity so that they'd have to be launched and aimed entirely via the trajectory of the parent ship. Think "dive bomber" frigates. Bowling for Ishtars, anyone? (EDIT: Can you tell I've never flown a bomber in combat?)

This is just rambling brainstorming. Not a serious suggestion (yet). There are a lot of knobs that would need to be tweaked in order to approximate the behaviour of the current missile system. Here as a very rough spreadsheet to monkey around with the acceleration and initial-velocity values (ODF file. Graph may or may not show up in Excel).
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