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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. Originally Posted by netburnrol We can call it the Anti-TTelephone missle. that's a good name
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Old 09-24-2007, 08:14 PM   #31 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

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Originally Posted by netburnrol View Post
We can call it the Anti-TTelephone missle.
that's a good name
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Old 10-18-2007, 02:34 PM   #32 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

As far as the OP goes, I've never liked snares/slows. I dealt with them in WoW and EVE, and I really hope that Jumpgate Evolution doesn't adopt them as part of the main game dynamic. It might be interesting to see them in large fleet battles, but the ships capable of snaring should be seriously fragile, and require some effort to protect.

I'm also opposed to the missile approach, since it means that you could have suicide-snarers fly in, snare the skilled opposing pilots, and then even if the snare-ships are destroyed, the snares still keep their duration. I think that once the snare-capable ships are destroyed, all snare effects should end.

Oh, and anyone using a snare should be subject to a Taser shock to the nasal cavity. *shrug* Just my two intergalactic credits.
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Old 10-18-2007, 03:34 PM   #33 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

I like the idea of special missles. I think possible are:

Disruptor Missles that only make shield damage

Emp Missles that disturb the electronic of a enemy ship, maybe the duelist and the radar

AGF Missles (Anti Gate Field) that temporary disturb the Gate, maybe for 10 seconds, so nobody can jump out of the sector through that gate for some time.

MD Missles (Missle defense) to destroy an incoming Missle

Fog Missles that make a thick fog in an area where everybody can see something only in a distance of some feet and where targeting systems don't work.
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Old 10-18-2007, 11:38 PM   #34 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

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AGF Missles (Anti Gate Field) that temporary disturb the Gate, maybe for 10 seconds, so nobody can jump out of the sector through that gate for some time.
I'd vote no on that one. The idea of a group able to lock down a system sends shivers into my dangly bits.

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MD Missles (Missle defense) to destroy an incoming Missle
I'm all for countermeasures and that sort of thing. Definitely adds a fun strategic twist. Might be interesting if you could even target missiles aimed at others. But there'd have to be limits on shielding others, or else it could get abusive.

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Fog Missles that make a thick fog in an area where everybody can see something only in a distance of some feet and where targeting systems don't work.
Ooh...that could be fun. Well...not if it was deployed at the docking port to a newbie station though.
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Old 10-19-2007, 06:41 AM   #35 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

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Originally Posted by Scorch View Post
Why is a slow missile not believable?
I guess it would depend on the theory behind how the engines work. If they are simply thrust based, as in Newton's 3rd Law, then I don't see how the engine could be isolated so that some form of weapon would only affect it. If you've got something more theoretical in mind, then I guess you could do whatever you want to work it out.

If you plan on having two engine types in ships, one for slower intra-sector travel, and one for inter-sector travel, then I could see the latter being a candidate for special weapon attacks (think Star Trek with impulse and warp engines). But it doesn't sound like that's in the works. Sounds like a new thread topic...
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Old 10-19-2007, 08:42 AM   #36 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

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Originally Posted by Badger View Post
As far as the OP goes, I've never liked snares/slows. I dealt with them in WoW and EVE, and I really hope that Jumpgate Evolution doesn't adopt them as part of the main game dynamic. It might be interesting to see them in large fleet battles, but the ships capable of snaring should be seriously fragile, and require some effort to protect.
In WoW, snares and such are needed as PvP would be fairly dull without it.

In Jumpgate, there isn't the same need, but I still think they would add to combat. Speed is king in Jumpgate, but if you have two slow craft chasing one fast craft, the fast craft can just fly away. Which was bad - the fast craft can engage and disengage at will.

Adding snare missiles wouldn't STOP the fast craft getting away. You only have limited missiles, with limited range and speed, that can miss. The missiles can be heavy too, so they impare you until they are used.

Likewise with gate-blockers - they can be balanced, and would certainly have a time-limit. I personally would think they would get left out of the game, as an escaper could close a gate off to pursuers too easily.
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Old 10-19-2007, 11:35 AM   #37 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Jumpgate Evolution Absolutely NEEDS missile defense. This has been something lacking since day one and the MS Spam = Win theory.

With proper counter measures in place, then new missiles can be developed, and IMHO really add to the depth of PvP, now instead of going up against someone wondering if they are Ammo or Laser, wondering if they have Morning Stars or Nukes, you will have a completely different approach.

Also, I'd like to see the missiles in a loading bay, that do not appear on the ship. That was one thing that kind of irked me, was the ability for others to see what kind of heat your packing, I want it to be a surprise, not advertised.

But I'll not complain if the last suggestion can't be engineered in, I know that is asking for alot, but counter missile defense is an absolute must.
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Old 10-20-2007, 10:51 PM   #38 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Does anyone remember the tractor beam from the TIE Defender in the TIE Fighter game? I think that would be the way to go for any kind of 'slowing' effect. It would be a gun similar to the Thief, where, when you make contact with it on another ship, you affect their trajectory and speed. And if you're in a really good position, and they are low on inertia, you could end up actually holding them in front of you for an extra second or so.
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Old 10-21-2007, 01:54 AM   #39 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

If I understand what you're saying about the tractor beam, it's duration would depend entirely on your ability to pilot your craft and keep a lock on the other ship (with some upper limit for when the weapon ran out of charge)? I think that's an excellent gameplay idea, since it rewards players for good flying. Plus it means that the defense against the weapon isn't based on equipment, but on a pilot's ability to dodge out of the way. Perhaps the beam would even have some cumulative effect, so that at first it's effect isn't too strong, and you have a better chance of escaping if you act quickly rather than letting the other ship get a solid lock on.
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Old 10-21-2007, 03:27 PM   #40 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

I could back the Traction Beam idea much more readily than the "snare" or "slow". Simply because you have to be CLOSE to use it, unlike the fire-and-forget missiles we have now.

I do like the gate lock missile as well. Make them VERY expensive, more than a Nuke even, to discourage frequent use. Think how useful it could be if you were attacked by pirates and were able to jump through the gate first. Alternately think about the pirate having one of them...

Internal missile bay I like because if would make my missile reloader idea more workable .

The fog missile I'm not sure about. Wait until you've flown through some of the storms Badger and you'll know what I mean.

The missile defense is a very good idea because it means making choices and giving a pilot options. We have the PWD already, but it's internal not a missile and works against ALL missiles within a certain radius.

The EMP and Disruptor missiles are good too. I would nearly always go for a straight, old-fashioned high explosive missile or perhaps one with a proximity fuse over the EMP/Disruptor ones.
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Old 10-21-2007, 05:58 PM   #41 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

Again, the slow missles and stuff could all be easily defeated using missle defense, and that gives people more of a reason to actually use the missle defense and not just load up on FFs. I really would love to see more missle types, and "automatic" missle defense in modx form, with anti-missle loadouts as missle hardpoints.

It leaves a lot more options for fleet fights, as everyone could have their normal modx defense, and then a couple people could run anti-missle defense using their missle slots.
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Old 10-21-2007, 11:50 PM   #42 (permalink)
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Re: Roots, Snares and Slows - Missles Revised.

I love that Scorch has used Star Wars as an example of "Believable"

However, I am about to do the same thing: Missiles that don't have to go boom to have an impact aren't totally unbelievable or illogical - in David Weber's books (esp. "Honorverse") missiles that have ECM as a payload are a staple. As long as any non-damage missiles in Jumpgate Evolution operate on an ECM type principle I wouldn't have a problem with it, so long as it isn't something bizarre like "adds 10% mass to enemy ship".

My main concern with missiles is that they don't become a crutch for poor piloting like Morningstar's were for so much of Jumpgate Classic's existence. Given the overhaul that missiles got in that game that doesn't seem too likely, I assume that's a lesson learned.
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