Topic: Idea about fighter laser cannons

I don't know if this has been suggested before, but I'll suggest it anyway.

THE PROBLEM: BF-2142's hit tracking on fast objects sucks. Thus making it very difficult to land a shot on any fighter except at point blank range or from the rear, with the target flying straight.

CURRENT SOLUTION: The fighters and turrets generate more projectiles than the eye would let on, except for explosion effects. Thus making it more likely for a shot to land. Drawbacks to this are that it doesn't solve the problem completely. It's still fairly hard to hit any fighter unless they are moving in a very predictable manner (which no smart pilot will do). It also makes it so that larger, slower-moving targets are way more vulnerable to fighters than they should be (The Lambda Shuttle is a big flying deathtrap with this system, the prosecutor being Airspeeders (and Y-wings)).

MY SOLUTION: We know that BF:2142 has a system for lock-on homing weapons (The stationary and BW-mounted Anti-air batteries). What if we made a small lock-on reticule in the HUD's of fighters and stationary turrets. Relative to the anti-air lock-on's in Vanilla, the lock-on process would take a long time (Maybe 4-5 seconds on fighter computers, and 3-4 on ground emplacements), have a much shorter range (about 200-300 m), and have a much smaller acquisition zone (about the size of the center circle in the current fighter HUD crosshairs). It would also not notify victims of the target lock until it is finally acquired. This targeting system would emulate the targeting computers on starfighters, as they size up the targets characteristics, calculate trajectories, and tell the laser cannons exactly where to aim in order to hit the target.
The lock-on system would only affect laser cannons (and maybe ion cannons). When a lock is achieved, the cockpit instruments will make the appropriate canonical noise depending on the faction. When the lasers are fired, the homing characteristics will last until the enemy fighter exits a 5* area relative to the laser's path. Between the short range of the targeting system, the very high speed of the laser blasts, and the small acquisition zone right in front of the attacking fighter or gun, you wouldn't need much turning speed to the homing mechanism; and IF the laser misses, it won't execute a wonder turn and try to hit a second time. I think that there would be very little turn to notice.
With this system, you'd be able to change the projectile count back to one projectile per laser shown. You'd also make infantry a little less pwned by the sheer volume of projectiles and a little more pwned by accurate firing work on the pilot's part. You'd also be able to do twin shots with the airspeeder again (I'm kind of religiously devoted to the Airspeeder's laser fire always being double fire-linked), as well as the turbo laser. Lastly but not leastly, it would make dogfighting become less of a fire-and-guess game and more of a keep-the-reticule-on-the-enemy game.

Just my two cents.

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Re: Idea about fighter laser cannons

Thats quite a long and well thought out solution. Not knowing anything about vanilla (2142 bought only for FS) I dont know how the targetting system works, nor if it could be implemented the way you suggest. I will therefore let a dev reply to this part of your thread tongue

In regards to the first part about being unable to hit anything except when right behind it on a straight and level path. I actually dont have much of a problem with this, I think a lot of people on these forums count me as one of the better pilots in the game (note - not THE best), and can get kills from distance as well as from close in. I dont have to be straight and level to the target either, getting kills from the side, below above etc.

I come from a clan that plays X-Wing vs Tie Fighter and X-Wing Alliance online. Arguably the greatest Star Wars space sim games ever created. Like the BF engine though these old games have problems correctly getting a hit indication due to lag etc. The solution is to compensate not only for your targets trajectory but also the server/game lag. E.g target is on a course heading from left to right across your screen and you turn to engage. You need to track the target and work out where he will be when your lasers get there, not shoot at where he is now, plus a little for lag. You therefore need to shoot about two fighter widths in front, give or take depending on distance.

In XvT and XWA the online coding was so poor that often to compensate for lag you would have to shoot in front, to the side or even behind the target. This was because your computer may be seeing the target in one area, while the host server computer actually has it a couple meters somewhere else, all the while diferent updates are being passed between all computers, so invariably differances creep in. Even if you see your shots impacting on the fighter you dont always get a hit indication, this also happens here.

As for the lambda *sighs* again, think teamplay here guys. That thing is a HUGE target, so yes it is susceptible to fire. It's also handy for carrying a troop of stormies to cap something, so first, make sure its filled! Second, ensure that someone is manning its turrets to give you some defensive capability. Finally, make sure it has a fighter escort of at least two TF's. A couple of us managed to get the shuttle to a cp last night with fighter escort, I know because I was that escort tongue

Think of dogfights like the trench run, use the force not your targeting computer to land the shots smile

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Re: Idea about fighter laser cannons

Does your clan still play those games (XWA in particular). I'm a pilot type myself and I'd love to join.

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Re: Idea about fighter laser cannons

Yes we do smile At the moment we support X-Wing Vs Tie Fighter, X-Wing Alliance and of course First Strike. Each pilot has a profile where they can earn ribbons for taking part in events and medals for significant achievements. Just click the linky in my sig to take a look or contact me in game or on XFire for more info and help to get started.
In game name - JE_Twigs (with >TRA< clan tags)
X-Fire - TwigMortal

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5 (edited by Alreech 2008-05-20 06:56:21)

Re: Idea about fighter laser cannons

Hm, an other problem with the Laser Fire:

It's seems to cause Server LAG.

It's Clearly in BF 2142: Firing the Titans AA Guns causes LAG, especially then both titans are near and the projectiles hit the titans shield.
IMHO it's also in BF2 - When a lot of APCs are firing over long distance (I noticed it once on a Map called CP Abadan, 6 APCs firing over a river)

The simpelst Solution would to reduce the number of shoots the server has to calculate...
-> Overheat for the lasers
-> Vanishing Bolts after some distance ( is this possible ? )

Your "Targetting Computer" is also a possible solution, but it brings new balancing problems.
"Countermessures"
-> Shields for the Rebbel Fighters ?
-> Extra Boost for the TIEs (because in the StarWars lore the TIEs don't have shields)

It's also very important what you can turn of your targetting computer to sneak behind an enemy.

Hm ? -> Turn Targetting Computer with F on / of ?
This will only allow a targetting computer on ships with only one secondary weapon:
X Wings
A Wing
Y Wings
TIE Interceptor
TIE Fighter
TIE Defender

TIE Bombers and B Wings can't have a Targetting Computer.

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Re: Idea about fighter laser cannons

For the countermeasures thing: this is why the lock-on area is very small: if the enemy fighter wanders out of this area, you lose the targeting lock. Also, the targetted vessel's lock alarm doesn't go off until the lasers are inbound (much like in X-wing: Alliance).
Also, assuming that BF:2142's engine wasn't dumb for fast-target hits, if you can stare right at a foe for five seconds and not get any evasive action, they should be dead meat whether your weapons home in or not.

The targeting computer thing would also promote teamwork: wingmen covering each other's tails, and larger flight elements. You can only focus on one target with the computer, and must do so for five seconds. You're vulnerable to someone dropping in on your tail and making some well placed shots without their computer, unless you have a wingman watching your back.

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