Forums » Suggestions

Fire Missile = Mass Loss

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Aug 11, 2005 Arolte link
I've tried searching for this but I couldn't find any topics on it. So I don't know if this was suggested before, but I'll go ahead and post it anyway...

Okay, you know how when you purchase or jettison cargo your overall mass changes? Using the same system, would it be possible to reduce mass as you empty out your rockets, missiles, or any other ammo-based weapon? This would be a really, really cool feature!

But now hold on... I'm not suggesting that more mass should be added to any of the current ammo-based weapons. What I mean is that the launchers themselves should be a fraction of the current mass. I'm thinking more along the lines of keeping the current masses for all the weapons, but instead reduce the overall mass by small increments as rocket/missile/mine is used.

Let me give an example here...

Let's say you have a Gemini Launcher.

These things weigh 400kg fully loaded.

And it comes with 8 pairs of missiles.

Each pair can weigh maybe 25kg each.

When all missiles have been fired, your ship will now weigh 200kg less, with the empty missile launcher weighing 200kg itself. And all the missiles (now gone) weigh 200kg total.

So there you have it!
Aug 11, 2005 KixKizzle link
Yea its been suggested and I Agree.
Aug 11, 2005 Borb II link
Yes, I've always thought this should be added. (I'm just to lazy to care, and I don't use missiles really)
Aug 11, 2005 Chimaera link
Yeah I always liked this too, I proposed it as a solution to the "Heavy flare" problem. Where flares were so heavy that light fighters couldn't mount them. Just have a light fighter with 8 flares a tube, weighing 800 kg total, instead of the full 1500 kg

Would be a good thing to bring back the ammo tab for this too.
Aug 11, 2005 ArAsH link
it would allso be nice to see ammo use up cargo space, lets say 2 rockets per cu of cargo.
Aug 12, 2005 The Noid link
If missile and rocket ammo would take up cargo space, that could mean the amount of ammo you can take depends on the amount of cargo space... Imagine a Moth with 240 stingrays or swarms, that would rock against big targets :D
But the little fighters would only be able to take about 4-16 shots total.
A trader would have to make a choice between more cargo or more mines.

Cargo space then suddenly has a meaning on combat ships!

It would also mean that 2 tubes doesn't give you more ammo, it only allows you to fire faster.
Aug 12, 2005 Beolach link
I am definitely in favor of ammo having mass.

For having ammo always use cargo space, I'm not so keen on that; most of the light fighter ships have very little cargo space, so for example an IDF Valk wouldn't be able to hold very much ammo at all. But I remember someone making the suggestion that ships can carry extra ammo in the cargo holds, and load that extra ammo into their tubes while in flight. I would rather see that than having all ammo use up cargo space in ships.
Aug 12, 2005 Phaserlight link
Not to get off topic, but another reason it would be cool to see ammo carried as cargo is that stations could limit what ammo types they sold, but players could make "gun runs" to transport ammo to tactical locations. Obviously it would make sense for ammunition to have mass in this case, like all other types of cargo.
Aug 12, 2005 terjekv link
I'd like to see spare ammo be carried as cargo. add that rearming would take a while (5-60s depending on weapon) and suddenly having a loaded moth in a combat zone might have purpose, and cappies could just have a set amount of ammo in them (and a total cargo space) and players could refit it in space by delivering cargo to it. :-)

you could of course carry the extra ammo yourself, but it should be rather heavy, making it useful for relativly few tactical scenarios. a missile rag with extra ammo wouldn't really be able to dogfight at all, but it could spam a levi from a distance if it got some cover, and it could do so over and over and over again.

ammo mass would probably be in the 400-600kgs per refitting, holding 50-100% of a full tube (50% on larger stuff like sunnies and swarms, but 100% on lighter stuff like gems). cargo size varies from 2-3cus as well.
Aug 12, 2005 roguelazer link
Good ideas, one and all.
Aug 12, 2005 softy2 link
Bad idea. UNLESS they make the EMPTY launchers as massive as the currently full missiles/rockets now.

Else, I envisage massive (sic) rocket/missile spams.

(Imagine, valks swoop in, spam spam spam flares, and then viola! light as a feather, let's play energy furballs.)

This has been brought up before. Can't find the thread sorry.
Aug 12, 2005 Arolte link
Actually if they're out of rockets and missiles, they'll be less of a threat, even if they're lighter. At best they'll be reduced to a single energy weapon. Which would be the same thing as having just one weapon equipped, except the launchers themselves also weigh something. So actually you'll still be weighed down by the launchers themselves. I'm not saying each of those empty launchers will automatically become 0kg upon being used up.

I mean this is just plain common sense and realism. Rockets, mines, missiles, rail slugs, etc. are all heavy projectiles. When you get rid of 'em your overall mass will be reduced. If cargo weighs something, why not ammo? There should be that sort of consistency in the game. And I wouldn't advise adding anymore mass than these launchers have now, because well they're perfect the way they are. We don't need to nerf 'em down anymore.
Aug 12, 2005 Forum Moderator link
It was a small tangent to another suggestion quite some time ago. I think it just seems like it was a subject all to it's own because it makes so much sense. I've just kind of assumed this was in the pipe.
Aug 12, 2005 LeberMac link
Wow great ideas. But yeah the empty launchers should be at least 50% as massive as they are now. The weight "penalty" should be what you pay for the homing or heavy damage benefits of missiles/rockets.

I'd love to have a Behemoth with 200 flares. Bwaaa haaa haahaaaaaa!

How about having extra ammo explode when you do as well? Greater splash radius / splash damage, secondary explosions?

How about that, when you purchase your ship, you configure your "interior space" to a set amount of cargo space/weapon space? So if you have a missile Behemoth you can't go do trade runs with goods later.
Aug 12, 2005 Apex link
Softy2 Wrote:
"Bad idea. UNLESS they make the EMPTY launchers as massive as the currently full missiles/rockets now.

Else, I envisage massive (sic) rocket/missile spams.

(Imagine, valks swoop in, spam spam spam flares, and then viola! light as a feather, let's play energy furballs.)

This has been brought up before. Can't find the thread sorry."


I tend to agree with you, but this would only happen if the rockets are made way to massive per unit. For example, an empty Gemini Launcher should probably wiegh more like 250kg, and a full one wieghs what it is now, so every missle is whatever that remainder is. It's a comprimise. two gemini's probably wouldn't weigh 25kg each anyway. they're compact rocket propelled explosives.

Same should go with all other VO explosives in the 43rd century...
Aug 12, 2005 terjekv link
a single weapon Valk after fireing two tubes of sunnies would be a very light fighter indeed. the base mass should be at least 50% of what it is now for ammo-based weapons.

(and as sad as it makes me, rails should be closer to 80% or so, even if the xith is heavy, the pellets are *really* small)
Aug 12, 2005 Lord Q link
"two gemini's probably wouldn't weigh 25kg each anyway. they're compact rocket propelled explosives."

um, gems would probably be heavier than 25kg each if they existed in reality. However i think i agree that for most rocket and or missile weapons 50% launcher and 50% ammo is a reasonable mass ratio.

As for carrying reload in cargo space:

has anyone thought about how a one man fighter re arms mid flight from a cargo bay? just food for thpought.

I do however like the idea of reloads on larger ships or posably even making all ammo drawn from the cargo bay. that would make light fighters more suited for gun fighting than for bombing runs and i think clearer definitaion of ship roles is a good thing.
Aug 12, 2005 softy2 link
I will also insist that flares after being fired, for realism, will result in a recoil of the ship, i.e conservation of momentum must be obeyed.

(Actually those missiles/rockets have mass in game...)
Aug 12, 2005 Arolte link
I was thinking the same thing, Lord Q. I mean I think it's a cool idea to be able to put ammo in your cargo space. Buuuut... how exactly does the mechanics of that work? Seems a little too farfetched. But I can see how it can be a useful advantage for heavier ships. So I don't know. I don't have an opinion on it for now.

But I think something along the lines of exchanging weapon ports for cargo space was originally planned for the game, as evidenced by the official Serco Prometheus sketches made by Waylon. Maybe we might see something like that in the future. Or maybe it got scrapped along the way. Who knows...
Aug 12, 2005 terjekv link
combat ships would have supply systems in the same way that they have the ability to fit all the different s-port stuff into an s-port. maybe limiting what ships have this feature would be interesting?