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Swarm missile for turret port, craftable
Inferno Swarm Missile
Requirements: 8/8/8/-/-
Port: Turret
Damage: 1100
Velocity: 85 m/s
Energy: 0
Delay: 2.0 s
Grid: 4
Mass: 3000 kg
Splash: 25 m
Detonation: Proximity (15 m)
Ammo: 80 [8 missile-volley]
Fuel: 22 s
Required components for crafting:
16 x Heliocene ore
8 x Pentric ore
8 x Ishik ore
8 x Premium Xithrite ore
8 x Lanthanic ore
1 x Advanced Targeting Systems
1 x Chemical Spill Kit
8 x Solid explosives
8 x Solid Fuel Packs
8 x Guided Missile Casings
Description:
Inferno Swarm Missile's explosives are produced from heliocene ore extract. At the moment, they are too heavy and powerfull to fit standart weapon ports, that's because HSM are designed for ship with Turret ports.
Station for manufacturing:
Nation Mining stations/Conquerable stations
Sellprice in capital systems: 55,000
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Razor Swarm missile
Requirements: 8/8/8/-/-
Port: Turret
Damage: 150
Force damage: 2000
Maneuverability: high
Velocity: 95 m/s
Energy: 0
Delay: 3.0 s
Grid: 4
Mass: 2500 kg
Splash: 20m
Detonation: 10m (proximity)
Ammo: 80 [8 missile-volley]
Fuel: 30 s
Required components for crafting:
16 x Apicene ore
8 x Pentric ore
8 x Ishik ore
8 x Premium Xithrite ore
8 x Denic ore
1 x Advanced Targeting Systems
1 x Chemical Spill Kit
8 x Solid explosives
8 x Solid Fuel Packs
8 x Guided Missile Casings
Description:
Razor swarms are fast and agile anti-fighter missiles, that will pursuit their enemy for long period of time and stun it. Dealing little damage they are still capable to destroy single fighter and high speed makes them perfect interceptors in arms of handy gunner.
Station for manufacturing:
Nation Mining stations/Conquerable stations
Sellprice in capital systems: 55,000
[EDIT]Added force power. Raised sell price.[/EDIT]
[EDIT 2]Heliocene swarm changed to Inferno Swarm Missile[/EDIT]
[EDIT 3]Guided Missile Casings added to crafting list. Sell price raised.[/EDIT]
[EDIT 4]Razor swarm speed is 95 m/s. Detonation set to 10m (proximity). Splash radius: 20m.[/EDIT]
[EDIT 5]Detonation for Inferno swarms set to 15m[/EDIT]
Requirements: 8/8/8/-/-
Port: Turret
Damage: 1100
Velocity: 85 m/s
Energy: 0
Delay: 2.0 s
Grid: 4
Mass: 3000 kg
Splash: 25 m
Detonation: Proximity (15 m)
Ammo: 80 [8 missile-volley]
Fuel: 22 s
Required components for crafting:
16 x Heliocene ore
8 x Pentric ore
8 x Ishik ore
8 x Premium Xithrite ore
8 x Lanthanic ore
1 x Advanced Targeting Systems
1 x Chemical Spill Kit
8 x Solid explosives
8 x Solid Fuel Packs
8 x Guided Missile Casings
Description:
Inferno Swarm Missile's explosives are produced from heliocene ore extract. At the moment, they are too heavy and powerfull to fit standart weapon ports, that's because HSM are designed for ship with Turret ports.
Station for manufacturing:
Nation Mining stations/Conquerable stations
Sellprice in capital systems: 55,000
-----------------------------------------
Razor Swarm missile
Requirements: 8/8/8/-/-
Port: Turret
Damage: 150
Force damage: 2000
Maneuverability: high
Velocity: 95 m/s
Energy: 0
Delay: 3.0 s
Grid: 4
Mass: 2500 kg
Splash: 20m
Detonation: 10m (proximity)
Ammo: 80 [8 missile-volley]
Fuel: 30 s
Required components for crafting:
16 x Apicene ore
8 x Pentric ore
8 x Ishik ore
8 x Premium Xithrite ore
8 x Denic ore
1 x Advanced Targeting Systems
1 x Chemical Spill Kit
8 x Solid explosives
8 x Solid Fuel Packs
8 x Guided Missile Casings
Description:
Razor swarms are fast and agile anti-fighter missiles, that will pursuit their enemy for long period of time and stun it. Dealing little damage they are still capable to destroy single fighter and high speed makes them perfect interceptors in arms of handy gunner.
Station for manufacturing:
Nation Mining stations/Conquerable stations
Sellprice in capital systems: 55,000
[EDIT]Added force power. Raised sell price.[/EDIT]
[EDIT 2]Heliocene swarm changed to Inferno Swarm Missile[/EDIT]
[EDIT 3]Guided Missile Casings added to crafting list. Sell price raised.[/EDIT]
[EDIT 4]Razor swarm speed is 95 m/s. Detonation set to 10m (proximity). Splash radius: 20m.[/EDIT]
[EDIT 5]Detonation for Inferno swarms set to 15m[/EDIT]
1: I assume the maneuverability is the same as a normal swarm?
2: What is the reload price? I'd think that you would have to create more swarms and store them at a station or something such as that, as the swarms are more powerful than normal ones. Otherwise, the price would need to be quite high. Perhaps the launcher becomes worthless once it runs out of swarms?
3: 20 meter proximity detonation (HSM) is pretty high for swarms. Where is the balance? The extremely high damage is balanced, barely, by the price/manufacturing, so what balances the higher proximity? It can't be the fact it is shot from a turret, these _are_ swarms.
4: I really can't see the Razors being used too much. Maybe add something like a conc-mine effect to it... 2000-4000 force, instead of the conc mine's 10,000?
Overall, I think the HSM is slightly unbalanced, and the Razor is a bit weak.
2: What is the reload price? I'd think that you would have to create more swarms and store them at a station or something such as that, as the swarms are more powerful than normal ones. Otherwise, the price would need to be quite high. Perhaps the launcher becomes worthless once it runs out of swarms?
3: 20 meter proximity detonation (HSM) is pretty high for swarms. Where is the balance? The extremely high damage is balanced, barely, by the price/manufacturing, so what balances the higher proximity? It can't be the fact it is shot from a turret, these _are_ swarms.
4: I really can't see the Razors being used too much. Maybe add something like a conc-mine effect to it... 2000-4000 force, instead of the conc mine's 10,000?
Overall, I think the HSM is slightly unbalanced, and the Razor is a bit weak.
youre also missing several components already on the market.. such as guided missile casings.....
Tarenty, I think its pretty balanced. Think about it, whens the last time anyone hit you with swarms? I can not even remember the last time I was hit by them. IMHO, the balance is that even a terrible pilot can outrun or dodge swarms.
Anyways, New stuff is always good +1.
Anyways, New stuff is always good +1.
thanks for your thoughts ppl.
1. Yes, maneuverability is the same as standart swarm.
2. Let's discuss reload. It's wise idea, but IMO, people won't craft anything that they need to throw out after single use.
If you count as standart reload price it will be about 10k. (to reload 80 ammo)
3. Hrm.. standard swarms are 20m proximity or I failed?
4. Added 2000 force to Razor swarm.
5. Note, that these are turret port swarms, and these items should be only craftable. I added sellprice, so maybe traders would be interested in crafting many of them and selling to capitals for profit? Yes this cargo will be extremely heavy[easy to shoot], but 20k profit for one item sounds interesting.
About balance: these missiles need gunner, this is the price for high damage..
1. Yes, maneuverability is the same as standart swarm.
2. Let's discuss reload. It's wise idea, but IMO, people won't craft anything that they need to throw out after single use.
If you count as standart reload price it will be about 10k. (to reload 80 ammo)
3. Hrm.. standard swarms are 20m proximity or I failed?
4. Added 2000 force to Razor swarm.
5. Note, that these are turret port swarms, and these items should be only craftable. I added sellprice, so maybe traders would be interested in crafting many of them and selling to capitals for profit? Yes this cargo will be extremely heavy[easy to shoot], but 20k profit for one item sounds interesting.
About balance: these missiles need gunner, this is the price for high damage..
Tarenty, I think its pretty balanced. Think about it, whens the last time anyone hit you with swarms? I can not even remember the last time I was hit by them. IMHO, the balance is that even a terrible pilot can outrun or dodge swarms.
That's because nobody can fire swarms out the back of a moving behemoth, yet. Guided missiles retain velocity, imagine a 85+220 m/s swarm volley in relation to your ship.
Oh yeah,"Heliocene Swarm Missile" is not the best name for a missile system, lol. I'd change it to something like "Inferno Swarm Missile" or something else conservative and cliche.
That's because nobody can fire swarms out the back of a moving behemoth, yet. Guided missiles retain velocity, imagine a 85+220 m/s swarm volley in relation to your ship.
Oh yeah,"Heliocene Swarm Missile" is not the best name for a missile system, lol. I'd change it to something like "Inferno Swarm Missile" or something else conservative and cliche.
Oh yeah,"Heliocene Swarm Missile" is not the best name for a missile system, lol. I'd change it to something like "Inferno Swarm Missile"
Done.
Done.
300m/s swarms don't sound fun. >_>
Or balanced.
Or balanced.
youre also missing several components already on the market.. such as guided missile casings.....
What exactly I missed?
I'll add missing items to the list and raise sell price depending on their price and time losses for purchasing.
What exactly I missed?
I'll add missing items to the list and raise sell price depending on their price and time losses for purchasing.
Guided Missile Casings added to crafting list.
Sell price raised.
Quantity of tradegoods are more logical now.
Sell price raised.
Quantity of tradegoods are more logical now.
More ores. This would be ridiculously easy to craft.
If you make things too hard to craft, no one uses them.
Crusader, almost all things in VO are very hard to craft and people just don't waste their time. Imo there's lack of easy craftable and useful items.
That's because I don't want pilots to mine hundreds of ore crates, like in tella-ulam mine.
That's because I don't want pilots to mine hundreds of ore crates, like in tella-ulam mine.
What? Guided missiles retain velocity? This wasnt the behavior last time I checked- Scratch that. Misunderstood that.. I can see how these would be rather nasty to a chaser. Maybe give them a much smaller proximity to compensate, maybe even contact. That way a pursuing fighter or w/e has a chance to dodge.
Guided missiles retain velocity? If that is the case why does my Rag when firing swarms/gems at full turbo leave the missiles far behind in seconds?
Lol, I meant that they retain a constant velocity no matter how they're fired. If you're going 220 m/s and fire them out the back of your ship, they will still be going 85m/s backwards as opposed to 85 - 220 m/s backwards. To the chasing ship also going at 220 m/s, however, the swarms will close on them at a rate of 305 m/s. Just clarifying that.
Ah, ok... that makes sense.
Razor swarm detonation set to contact. Splash radius: 20m. +faster speed.
If that is the case why does my Rag when firing swarms/gems at full turbo leave the missiles far behind in seconds?
Guided missiles retain velocity only if you fire them without target selected and maybe with A/A off. Then they fly away very fast.. it's bug I often encounter when conquering station.
But whatever is your speed, if missiles have target, they fly 80 m/s (Chaos's velocity), even if you shoot them at 200 m/s.
This is how things work at the moment.
If that is the case why does my Rag when firing swarms/gems at full turbo leave the missiles far behind in seconds?
Guided missiles retain velocity only if you fire them without target selected and maybe with A/A off. Then they fly away very fast.. it's bug I often encounter when conquering station.
But whatever is your speed, if missiles have target, they fly 80 m/s (Chaos's velocity), even if you shoot them at 200 m/s.
This is how things work at the moment.
You should probably increase the grid usage to prevent their use for bombing. I would also suggest keeping the Razor Swarms' velocity at 90 m/s and increasing its prox detonation range to 10 m. Then decrease the Inferno Swarms' prox detonation range to 15 m. Also, if you're making them craftable with so many requirements, you shouldn't sell them in capital systems... unless, of course, you mean the sell price from player to station and not vice versa.
Yes, about proximity and speed it sounds wise. Changed proximity and speed.
About grid usage. Currently batteries have max 20 grid power.
Atm only Behemoth has many turrets port and 2L.
Chaos swarm uses 4 grid. If I set 8 grid usage moth users will be able to use 2xChaos+1Turret swarm or 2 Turret swarm + 1 Chaos swarm. Did I get the idea? But 4 grid gives team play bonus. E.g. 4 rags firepower > battle moth firepower
Also, if you're making them craftable with so many requirements, you shouldn't sell them in capital systems... unless, of course, you mean the sell price from player to station and not vice versa.
It's sell price.. Players sell for this price at capital systems, not buy price.
P.S. Maybe traders start to craft them and haul into capitals, where they'd captured by cargo liberators. I remember there was a suggestion about very heavy and very expensive cargo. ;)
About grid usage. Currently batteries have max 20 grid power.
Atm only Behemoth has many turrets port and 2L.
Chaos swarm uses 4 grid. If I set 8 grid usage moth users will be able to use 2xChaos+1Turret swarm or 2 Turret swarm + 1 Chaos swarm. Did I get the idea? But 4 grid gives team play bonus. E.g. 4 rags firepower > battle moth firepower
Also, if you're making them craftable with so many requirements, you shouldn't sell them in capital systems... unless, of course, you mean the sell price from player to station and not vice versa.
It's sell price.. Players sell for this price at capital systems, not buy price.
P.S. Maybe traders start to craft them and haul into capitals, where they'd captured by cargo liberators. I remember there was a suggestion about very heavy and very expensive cargo. ;)