Topic: Missile kills or "gun kills"

Playing the fantastic Falcon 4.0 Allied Force, this question dawned on me: How many missiles will be used in First Strike versus the amount of blasters and lasers? Will there be many anti-air missile launchers on some maps, or will they be predominately turbo lasers on all maps?

Secondly, how effective will anti-fighter missiles be? Will they spell doom to the fighter they can get a proper lock on? Will there be counter-measures (I hope there won't be)? Will missiles be one-hit-one kill for all fighters and bombers?

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Missile kills or "gun kills"

From a lore point of view, lasers are used almost exclusively in the trilogy. The only missiles you see are the X-Wings' torpedoes and the Falcon's missiles at the end. I know Rogue Squadron has anti-fighter missile turrets, but they're pretty unheard of outside that series.

--------------------------------------
If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.

Re: Missile kills or "gun kills"

The A-wing has concussion missles, but for the rest , hear the statement that it would be impossible  to target a 2m stationary target with proton torpedoes.

That leads me to the conclusion proton torpedoes are not anti-fighter, so blasters are used almost exclusively.

http://img258.imageshack.us/img258/3854/xwingsunev9.gif

Re: Missile kills or "gun kills"

Imperial-wise, as far as I know the TIE Advanced ("Avenger") carries missiles. So in "early-war" games maybe we'll have X-Wings fighting TIE fighters and interceptors (no missiles), while "late-war" maps will have Imperial TIE Avengers versus A-Wings and thus feature more missile kills?

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Missile kills or "gun kills"

Would think putting anti fighter missles with lock would be harder to properly program than just having a nice butt kicking turrent that rely's on how well the user leads tongue

http://img.photobucket.com/albums/v468/GURPSguy/stormy.gifhttp://img.photobucket.com/albums/v468/GURPSguy/stormy.gifhttp://img.photobucket.com/albums/v468/GURPSguy/stormy.gifhttp://img.photobucket.com/albums/v468/GURPSguy/stormy.gifhttp://img.photobucket.com/albums/v468/GURPSguy/stormy.gif

6 (edited by FSDev| RedMonkey999 2007-02-09 18:13:24)

Re: Missile kills or "gun kills"

Anyone here ever play the X-Wing and TIE Fighter series?  These are the stats as best I can remember.  Obviously there would need to be some changes made due to map scale in BF2142 (max targeting range specifically), but otherwise I think this model would work well, maybe tweak the length of time that each one tracks it's target for as well.

Concussion Missiles: Fast, agile, primarily anti-starfighter, small payload, relatively quick lock-on, tracks target for approx. 30 seconds (two to kill X-Wing, one for most TIEs), max targeting range approx. 3.0 km

Proton Torpedos: Medium speed, used mostly against capital ships or stationary targets due to speed, but can be effective against slower starfighters (TIE Bombers, B-Wings) and various other slow craft (transports, etc), medium payload, slow lock-on, tracks target for approx. 60 seconds, max targeting range approx. 5 km

Heavy Rockets: Slow, primarily anti-cap ship/stationary targets (virtually impossible to hit starfighters), possible to use against slow moving transports, heavy payload, medium lock-on, tracks for 60 seconds, max targeting range approx. 7 km

Heavy Space Bombs: Extremely Slow, exclusively anti-capital ship and stationary target, very heavy payload, slow lock-on, tracks target for approx. 45 seconds, max targeting range approx. 4 km

Also, standard ship loadouts are as follows:
X-Wing - Proton Torpedos
Y-Wing - Proton Torpedos
A-Wing - Concussion Missiles
B-Wing - Proton Torpedos or Heavy Rockets

TIE Fighter - None
TIE Interceptor - None
TIE Bomber - Concussion Missiles, Proton Torpedos, Heavy Rockets, or Heavy Space Bombs
TIE Advanced (Avenger) - Concussion Missiles

There were exceptions, but these were the normal loadouts

http://i8.photobucket.com/albums/a24/RidgeRebel999/Star%20Wars%20Pics/RedMonkey999-TrialSig.jpg

Re: Missile kills or "gun kills"

FSDev| RedMonkey999 wrote:

Anyone here ever play the X-Wing and TIE Fighter series?  These are the stats as best I can remember.  Obviously there would need to be some changes made due to map scale in BF2142 (max targeting range specifically), but otherwise I think this model would work well, maybe tweak the length of time that each one tracks it's target for as well.

Concussion Missiles: Fast, agile, primarily anti-starfighter, small payload, relatively quick lock-on, tracks target for approx. 30 seconds (two to kill X-Wing, one for most TIEs), max targeting range approx. 3.0 km

Proton Torpedos: Medium speed, used mostly against capital ships or stationary targets due to speed, but can be effective against slower starfighters (TIE Bombers, B-Wings) and various other slow craft (transports, etc), medium payload, slow lock-on, tracks target for approx. 60 seconds, max targeting range approx. 5 km

Heavy Rockets: Slow, primarily anti-cap ship/stationary targets (virtually impossible to hit starfighters), possible to use against slow moving transports, heavy payload, medium lock-on, tracks for 60 seconds, max targeting range approx. 7 km

Heavy Space Bombs: Extremely Slow, exclusively anti-capital ship and stationary target, very heavy payload, slow lock-on, tracks target for approx. 45 seconds, max targeting range approx. 4 km

that sums it up pretty well mabey you could have certain ones with cloaking device as well such as the tie phantom

http://img134.imageshack.us/img134/8104/sigpic4877913.jpg
non est innocentia, solum sunt noxiae gradus, There Is No Innocence, Only Degrees Of Guilt