Forum Replies Created
-
AuthorPosts
-
ChesskingParticipant
Welcome, Assumpti0n! Thanks for posting about your space mouse. I have always wondered if such a device was possible, and now I know it is. In case you weren’t aware, IronDuke is working on a remake at this thread.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantWelcome, Assumpti0n! Thanks for posting about your space mouse. I have always wondered if such a device was possible, and now I know it is. In case you weren’t aware, IronDuke is working on a remake at this thread.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantI think I meant the sealed heat sink when I was talking about coolant pods. It has been a while since I played the game, so sorry for that mistake. Basically, what I picture is that the fighter has a pod of extra coolant that is not used. When an emergency arrives, all of the coolant being used is enclosed in a pod and jettisoned from the vessel, immediately decreasing the amount of heat picked up by active sensors and seeker missiles. Then the unused coolant is allowed into the system so the fighter functions as normal. The advantage of this is that, as you said previously, ECM’s will sometimes fail to deceive the seeker missiles. The sudden decrease of temperature in the ship and the addition of a new heat signature would increase the chances of dodging the missile. (Perhaps to 100% for balancing purposes.)
It sounds like you have the REM issue roped and hogtied. 😉
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantI think I meant the sealed heat sink when I was talking about coolant pods. It has been a while since I played the game, so sorry for that mistake. Basically, what I picture is that the fighter has a pod of extra coolant that is not used. When an emergency arrives, all of the coolant being used is enclosed in a pod and jettisoned from the vessel, immediately decreasing the amount of heat picked up by active sensors and seeker missiles. Then the unused coolant is allowed into the system so the fighter functions as normal. The advantage of this is that, as you said previously, ECM’s will sometimes fail to deceive the seeker missiles. The sudden decrease of temperature in the ship and the addition of a new heat signature would increase the chances of dodging the missile. (Perhaps to 100% for balancing purposes.)
It sounds like you have the REM issue roped and hogtied. 😉
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantThanks for the additional info.
I remember watching an instant action video on YouTube where the pilot was targeting and shooting down missiles in I-War 2. I don’t know how he did it, since I can’t do it with my copy of the game. Anyways, since that was a feature in the original I-War, it would be a very good feature. Also, it would tax the piloting skills of the fighter pilot a bit more, which is a good thing. I agree, the “Seeker ECM” is not necessary.
The reason I brought the topic up is because in games like World of Tanks, World of Warships, and MechWarrior Online, even the small vehicles with low HP are useful and fun to play. I do not want EOC to be a game where the Heavy Corvette is the only fun ship to play, because all of the others die to easily. 😉 From the sounds of it, you have things covered. The ability for carriers to provide point-defense for fighters is especially cool. Not only does it make fighters able to survive, it increases the tactical side of things and makes capital ships and fighters dependent on each other. (Another reason for fighters to be able to survive is because each one carries a human pilot. This would discourage the owners from using them as expendable DPS machines.)
One other suggestion I would like to make is for each fighter to have a disposable coolant pod. So, if the enemy team tries to pick of individual weaker ships by launching a flurry of missiles at a single fighter, (more missiles than the fighter could shoot down,) the fighter can not only launch flares but also eject its coolant pod. The fighter would suddenly be emitting less heat, and the coolant pod would have all of the heat and attract the missiles. The result: the enemy wasted a bunch of missiles, and the fighter, while alive, cannot pull the same stunt again.
Next, to elaborate on your comment about a countermeasure for REM missiles. In games mentioned above, there are certain weapons that are really good against small vehicles. We want fighters to be able to survive, but still be afraid. This is the same rule I was using when discussing seeking missiles. While seeker missiles are effective against fighters, I think REM missiles should be even more feared. At the same time, there should be a way to survive them. We just need to find the right balance between them. Below are three options to nerf REM missiles if necessary:
1. As you mentioned above, special countermeasures could target REM missiles causing them to prematurely explode.
2. Point defense from capital ships could target REM missiles and cause them to explode prematurely.
3. REM missiles could take more missile cargo space, making them less cost effective.The first option would make a fighter more capable of defending itself. Pilots would be less afraid of the REM and the REM would be less effective.
The second option would make fighters more afraid of REMs and strengthen the ties between capital ships and fighters, while increasing the strategic scene.
The final option would make fighters less afraid of REMs since fewer are deployed. However, whether a player is killed by a REM becomes more dependent on chance.Anyways, there are some more ideas for you to consider. And personally, I think the more strategy, the better.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantThanks for the additional info.
I remember watching an instant action video on YouTube where the pilot was targeting and shooting down missiles in I-War 2. I don’t know how he did it, since I can’t do it with my copy of the game. Anyways, since that was a feature in the original I-War, it would be a very good feature. Also, it would tax the piloting skills of the fighter pilot a bit more, which is a good thing. I agree, the “Seeker ECM” is not necessary.
The reason I brought the topic up is because in games like World of Tanks, World of Warships, and MechWarrior Online, even the small vehicles with low HP are useful and fun to play. I do not want EOC to be a game where the Heavy Corvette is the only fun ship to play, because all of the others die to easily. 😉 From the sounds of it, you have things covered. The ability for carriers to provide point-defense for fighters is especially cool. Not only does it make fighters able to survive, it increases the tactical side of things and makes capital ships and fighters dependent on each other. (Another reason for fighters to be able to survive is because each one carries a human pilot. This would discourage the owners from using them as expendable DPS machines.)
One other suggestion I would like to make is for each fighter to have a disposable coolant pod. So, if the enemy team tries to pick of individual weaker ships by launching a flurry of missiles at a single fighter, (more missiles than the fighter could shoot down,) the fighter can not only launch flares but also eject its coolant pod. The fighter would suddenly be emitting less heat, and the coolant pod would have all of the heat and attract the missiles. The result: the enemy wasted a bunch of missiles, and the fighter, while alive, cannot pull the same stunt again.
Next, to elaborate on your comment about a countermeasure for REM missiles. In games mentioned above, there are certain weapons that are really good against small vehicles. We want fighters to be able to survive, but still be afraid. This is the same rule I was using when discussing seeking missiles. While seeker missiles are effective against fighters, I think REM missiles should be even more feared. At the same time, there should be a way to survive them. We just need to find the right balance between them. Below are three options to nerf REM missiles if necessary:
1. As you mentioned above, special countermeasures could target REM missiles causing them to prematurely explode.
2. Point defense from capital ships could target REM missiles and cause them to explode prematurely.
3. REM missiles could take more missile cargo space, making them less cost effective.The first option would make a fighter more capable of defending itself. Pilots would be less afraid of the REM and the REM would be less effective.
The second option would make fighters more afraid of REMs and strengthen the ties between capital ships and fighters, while increasing the strategic scene.
The final option would make fighters less afraid of REMs since fewer are deployed. However, whether a player is killed by a REM becomes more dependent on chance.Anyways, there are some more ideas for you to consider. And personally, I think the more strategy, the better.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantOkay, cool.
But… dodging missiles is the most fun part of flying a fighter! You know, watching and hearing missiles streak by as you barrel roll and turn to dodge them.. Oh well.
It seems like fighters would become much less useful in a battle. If the enemy has missiles, then the fighters die. Maybe the fighters could equip “seeker ECMs” that track down and try to collide with the missile. The seeker ECMs would have to be equipped in a missile launcher and might have to be fired manually. The countermeasures would be effective enough that the fighter would be nearly immune to seeker missiles until the countermeasures ran out, allowing fighters to survive longer and remain effective in battle. The countermeasures would also have the side effect of taking up pylon space normally reserved for normal seeker missiles.
Just a thought. What do you think?
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantOkay, cool.
But… dodging missiles is the most fun part of flying a fighter! You know, watching and hearing missiles streak by as you barrel roll and turn to dodge them.. Oh well.
It seems like fighters would become much less useful in a battle. If the enemy has missiles, then the fighters die. Maybe the fighters could equip “seeker ECMs” that track down and try to collide with the missile. The seeker ECMs would have to be equipped in a missile launcher and might have to be fired manually. The countermeasures would be effective enough that the fighter would be nearly immune to seeker missiles until the countermeasures ran out, allowing fighters to survive longer and remain effective in battle. The countermeasures would also have the side effect of taking up pylon space normally reserved for normal seeker missiles.
Just a thought. What do you think?
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantNice!
The corrected targeting system is a huge plus for me. I never realized the targeting system in the vanilla game was broken. What’s the point of a targeting system if it can’t target accurately? I suspect fighters will be much easier to hit, but might be the only ships with a chance of not being hit.I understand your busy schedule, I am quite busy as well. Good luck in the future!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantNice!
The corrected targeting system is a huge plus for me. I never realized the targeting system in the vanilla game was broken. What’s the point of a targeting system if it can’t target accurately? I suspect fighters will be much easier to hit, but might be the only ships with a chance of not being hit.I understand your busy schedule, I am quite busy as well. Good luck in the future!
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantSounds like Amazon picked up the series.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantSounds like Amazon picked up the series.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantWelcome DarthJahus,
I faintly remember experiencing the generated mission in my playthrough. I believe it involved a ship called “Oregon” and some mining trouble. Unfortunately, this is all I know about the generated mission. IronDuke should be able to help you better, so I’ll PM him to speed up the process.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantWelcome DarthJahus,
I faintly remember experiencing the generated mission in my playthrough. I believe it involved a ship called “Oregon” and some mining trouble. Unfortunately, this is all I know about the generated mission. IronDuke should be able to help you better, so I’ll PM him to speed up the process.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
ChesskingParticipantYeah, I-war 1 doesn’t detect my joystick either. My solution was to just use the keyboard. 🙂
So, jetski, you said you installed the latest Glide wrapper version. Does that version have an advantage over the one that comes with the GOG version?
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
-
AuthorPosts