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About This Page About This Page: This is a discussion on Roots, Snares and Slows - Missles Revised for jge. within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Perhaps it warps that section of space and time so that you are still traveling at your same speed but alas, it hasn't gotten you anywhere. muahahahahaha
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Old 09-19-2007, 08:57 PM   #16 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Perhaps it warps that section of space and time so that you are still traveling at your same speed but alas, it hasn't gotten you anywhere. muahahahahaha
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Old 09-20-2007, 12:01 AM   #17 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

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Originally Posted by Ikeprof View Post

Consider removing any actual damage capability from missiles and rather leave that solely for the ship mounted weapon systems. Missiles would be converted to "buff/debuff" purposes.
Like the ideas, but wouldn’t go this far id still like to have a missile that went pop.
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Old 09-20-2007, 02:58 AM   #18 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

I gotta agree with Scorch on this one, temporary engine disruption is completely believable. Perhaps they create a subspace distortion or some such which makes it hard for the engines to create thrust at all... I also think that EMP type missiles that disrupt ship controls are believable enough to be there too.
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Old 09-20-2007, 09:27 AM   #19 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Well, honestly, temporary disruption of engines (even in PvP) is a lot better than losing your engines at all (like knocking down your engine subsystem). I would think that this should be used more against big targets rather than fighter craft too, for example, if we were to attack a cap ship.. and we'd need it not to go away, we'd probably want to aim at its jumpdrive and disable it (I think we did this many times in freespace, xwing and starlancer) so that we could have a chance at destroying it.

Just an example of course...

I guess this would beg the question.... does Jumpgate Evolution contemplate the targeting not of the whole ship but of its subsystems?

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Old 09-20-2007, 10:19 AM   #20 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

I am vaguely concerned as always with player skill being nerfed by more empowered spam of varying nature, as well as the buff/debuff aspects of this.

But it could be interesting.
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Old 09-20-2007, 12:48 PM   #21 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

What happened to the idea of the ECM-ship that could disrupt other ships? I'm game for some special missiles, but they have to be semi-realistic.

I'm thinking more of an "EMP Missile" that has a random-effect, or just one effect, on an enemy ship. It would detonate like the PWD, but from the missile, and anything in the radius could have a random ship system get screwy for 30s until it "rebooted." Classically, the reversed control was always a hilarious outcome in old school videogames. The HUD blanking out could be another effect, as could your engines/guns/shields.

Okay... technically I guess you could RP that the different EM fields generated by different missiles would target different subsystems... ugh... why am I arguing for an idea I don't like?
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Old 09-20-2007, 02:01 PM   #22 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Well if we want to keep the skill in the game, I would vote no against any random effects. Pilots have to know exactly what will happen if x, y, and z happen...not a roll of the dice.

So an EMP missile knocking out your thrusters for 5 seconds = win

An EMP missile knocking out 1 of 5 random systems on your ship = loss

imo
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Old 09-20-2007, 03:04 PM   #23 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Pie missiles.
Highly accurate and when they hit they white out the targets field of view for a few secs just like a pie to the face. It would be damn funny to throw a pie in the face of a speed docker or someone running to a gate at an odd vector..

AB leachers.
Aim for fuel tanks. A direct hit removes all AB ship in the it hits (- drop tanks)

The Happy Slapper.
The missile when it hits its target sends a quirky set of commands via "interspacialblootoof" just before the moment of impact scattering the target ships controls... Thrust then does roll, pitch does yaw, trigger fires AB, missile accelerates, ff fires missiles.. for about 20 secs.

Rooster booster
Non lethal anti-rat missile. Triggers successive ff's and ab with flight stick locked and throttle unresponsive in target ship (on hit). <scene> Rat de-roids and approaches victim, 'avast ye space dog afore I run ye through", with a two finger salute the victim fires rooster booster and as it hits waves good bye to the rat who finds himself flying off out of control deepspace.... or is that a roid in front of him....

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Old 09-20-2007, 03:16 PM   #24 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

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Originally Posted by vorlon31 View Post
Rooster booster
Non lethal anti-rat missile. Triggers successive ff's and ab with flight stick locked and throttle unresponsive. Rat de-roids and approaches victim, victim fires rooster booster and the waves good bye to the rat who finds himself flying off out of control deepspace.... or is that a roid in front of him....
Now this would be hilarious to use on a matter TOW that's just about to dock. And you wouldn't have to even take a perm!
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Old 09-21-2007, 07:01 AM   #25 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

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Originally Posted by SingleShot View Post
Now this would be hilarious to use on a matter TOW that's just about to dock. And you wouldn't have to even take a perm!

Sounds like both sides would be happy with that one then

I love the idea of missiles with effects other than boom.

As far as the slowing missiles I think they need to be only a 10-20% drop of speed *not 10% total speed thats just ridiculous* and only last for a max of 5 to 10 seconds. If you hit 3 or 4 of them on one person that pretty much guarantees they are dead. Otherwise it will take only 1 and people can take out 3 or 4 ships per missile load out.
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Old 09-21-2007, 08:01 PM   #26 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Quote:
Originally Posted by Scorch View Post
Why is a slow missile not believable? Too me its similar to the Ion Cannon from Star Wars that shuts a ships systems down temporarily.

Sorry Scorch, I guess you will have to rack this one up to my ignorance and inexperience. All I've ever played on-line is JumpGate, so Sci-Fi gaming-wise, it's all I know, plus reading and watching TV. I don't do EVE or Earth and Beyond, or Star War Galaxies or even World of Warcraft. Nothing but JumpGate so far. Single player I've done Elite (Commodore) and Space-flight I & II, plus a little Wing Commander and MechWarrior. I've done the Phantasy (on the Commadore also) set as well as the Might & Magic games and a short stent in Warcraft.

I've never encountered a "slow missile" in any of Sci-Fi reading I've ever done. Losing efficiency or ability or damage to equipment, yes. All I've seen like "Slow Missiles" are spells in single-player Fantasy RP games. They probably do exist in other venues, I'm just not familar with them.

[quote=Wild_Bill;22471 Magic and spaceships do not co-exist in my world view.[/quote]
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Old 09-23-2007, 02:13 AM   #27 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

In many mmogs, you get the enemies to go slower.

In Jumpgate, you get yourself to go faster. = More thrill, more fun, imo.


I'd just load up on heavy ammo weapons and webber missiles. Boom boom, bai bai bai ^-^
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