Range versus accuracy

I'd like to know if it's possible to set up ranges so that the further you are from your target the lower the accuracy. I don't know, it just seems that it's a tad unrealistic to have EVERY missile from EVERY ship hit.

This might also open up the idea of having some sort of counter missile defense research available in the tech tree.

Any ideas of whether or not this is possible? I'm not sure it is.

Thanks in advance.
6,706 views 9 replies
Reply #1 Top
I have no idea, but assuming by the age they are in, the missles are certainly smart anough to track their targets and lazers are adjusted on the fly so its diffcult to miss, but the ships that shoot projectiles do seem unrealistic it almost seems as they are shooting smart bullets...
Reply #2 Top
The whole game is setup it seems to only fire if they will hit. Try enabling a capship weapon to hit fighters - often it wont fire (because it only has a 20% chance or something in the constants file).

Rather than fire and miss they only fire when they will hit. Thats a bit annoying but its not TOO bad.
Reply #3 Top
sometimes things fire and miss, but very rarely, and never an entire burst.
Reply #4 Top
sometimes things fire and miss, but very rarely, and never an entire burst.
End of quote


I don't think they 'miss' it looks like they miss sometimes but I think they still do damage. Im not entirly sure though.
Reply #5 Top
right now it's hard 2 see becuase impact and damage arent synchronized,
they said something about fixing that in 1.1 to,

as much as it helps i dont realy notice projectiles missing or not, kanrak assailants missles do mis then turn around and hit anyways so not sure about that

LRM's rockets just explode around the target

Illuminator beams never miss


i dont see much unrealistic stuf onto it,

missles are designed to be smart, tracking capability etc, you only need a target... not a lock

rockets are dumb flying missles, they just explode once they get close to the target (tough they do make very suspicious turns when an enemy ships makes an maneuvre

BEAM-lasers can be adjusted, so they never miss (tough they should miss-align when being pushed away i.e. guardian???)


lasers and slug-ammo dont have any of this.... you shoot then hit or mis.. theres little that can change its trajectory... (lasers dont have any build-in computer... it's a plain charge of focussed light.. nothing more
an last time i checked slugs dont deploy wings or anything so they can steer themselves (trying to do so will get u a missle design)
Reply #6 Top
Remember that when a ships shield is up it will pick a random point on the shield so it can look like its missing the hull (and the shield is very faint since it fades out with lower health).
Reply #7 Top
I have no idea, but assuming by the age they are in, the missles are certainly smart anough to track their targets and lazers are adjusted on the fly so its diffcult to miss, but the ships that shoot projectiles do seem unrealistic it almost seems as they are shooting smart bullets...
End of quote


In principle, I would agree with you, however, I'm reading a series of books right now (Honor Harrington,) that includes Missile Decoys and Electronic Warfare. It also includes jammers and penetration aides (missiles that don't actually do any damage, but instead cause point defense to track themselves instead of the more deadly standard nuke or (what are called in the series,) laser heads.)

And creating a sort of point defense for missiles is another cool idea that I'm pretty sure has already been addressed. (with the ruling that it wouldn't work.)

Also, it should be noted that I am mostly concerned with missiles. I understand that lasers are instant fire weapons and it would make sense to only fire them when you get a lock or whatever. And I'm not sure how a person would go about tweaking autocannon fire to allow for maneuvers, so I'm not as concerned about that at this point.

There is another idea (that has also been inspired by this set of books,) of having a single big gun that fires (once again, within context of the series,) a focused beam of gravity that basically takes down a ship's shields, in addition to some smaller support weapons.

Unfortunately for the last idea, within this game, there really isn't anything to stop someone from simply loading up a ship with a bunch of big guns and turning them loose; at least that I have seen. I think that a way to develop your own ships (and, by extension, your own components for said ships,) would bring the game a touch closer to the 4X side of things. On the other hand, this feature is going to be only as good (read: balanced,) as the people who create these components.
Reply #8 Top
Umm what does that last thing do? takeing down shields (but not hull) in one big cannon is easy I think.
Reply #9 Top
Basically, one shot should take out the shields of a cap ship (or there abouts.) It should have a long recharge time and should only be forward facing. If you took another shot it should damage the hell out of the the hull.

The forward facing part isn't really all that important.

However, as before, I'm more interested in the ability to have range/accuracy modifiers for missiles.