Forums » Suggestions
Implementing a flak weapon
One possible method to have a flak type weapon would be to use a slow missle and explode it in a preset pattern of short fast runs (50m range and 400 ms). This would allow tranjectories to be pre-calculated which should reduce processor overhead and limit the amount of info needed to be passed. (only the exact location of the primary detonation and direction of travel)
Clients outside area of effect need only the location to display a generic starburst. Visibility could be limited to 500 meters for all clients.
Possible patterns -
hemispere
60 degree angles ie. 0, 60, 120, 180 - roughly 16 projectiles
45 could also be used if 0 and 180 are elimintaed - 45 90 135 - about 9 projectiles
30 degrees I think will tend to produce to many projectiles - around 50 or so for 120 degree coverage and about 75 fpr a full hemisphere
Clients outside area of effect need only the location to display a generic starburst. Visibility could be limited to 500 meters for all clients.
Possible patterns -
hemispere
60 degree angles ie. 0, 60, 120, 180 - roughly 16 projectiles
45 could also be used if 0 and 180 are elimintaed - 45 90 135 - about 9 projectiles
30 degrees I think will tend to produce to many projectiles - around 50 or so for 120 degree coverage and about 75 fpr a full hemisphere
I'd like to see something on that line, but a faster ordnance, and ~500m range.
Also, make it only possible to shoot flaks to one "side" of ship at once. Like, only one quarter gets well covered, while 3/4 remains open. And it takes 2 to 5 seconds before flaks can be redirected. And it only is effective is capship is static/parked or very slow.
The flak barrier should block incoming ordnance and reduce a lot the damage of energy weapons (smoke blocks most of beams/particles).
Instead of a missile, that we expect that can turn, think of a rocket: direct fire, linear trajectory, dumb fire, and BOTH proximity and time fuses, so it will explode nearby ships or in the end of its "fuel". Like simply make our flares explode at preset distance.
If a smoke blob is too hard to implement, make explosions like an expanding light ball. Simple visuals and will do the visuals
Finally, there must be some flak turrets. I'd prefer to see them as some sort of semi-auto defense added to existing capships, and also one user-operated flak turret.
Also, make it only possible to shoot flaks to one "side" of ship at once. Like, only one quarter gets well covered, while 3/4 remains open. And it takes 2 to 5 seconds before flaks can be redirected. And it only is effective is capship is static/parked or very slow.
The flak barrier should block incoming ordnance and reduce a lot the damage of energy weapons (smoke blocks most of beams/particles).
Instead of a missile, that we expect that can turn, think of a rocket: direct fire, linear trajectory, dumb fire, and BOTH proximity and time fuses, so it will explode nearby ships or in the end of its "fuel". Like simply make our flares explode at preset distance.
If a smoke blob is too hard to implement, make explosions like an expanding light ball. Simple visuals and will do the visuals
Finally, there must be some flak turrets. I'd prefer to see them as some sort of semi-auto defense added to existing capships, and also one user-operated flak turret.
I disagree about blocking energy weapons with smoke. These are powerful weapons we're talking about. If they can punch holes in a ship's hull, they will not be impeded by a little smoke.
Besides, capships have shields; they don't need additional protection from energy weapons.
I could agree with a flak wall disrupting the BGTWKOA though, causing them to explode or something.
As for range, the problem with increasing range is that you increase the number of shells needed to create your wall. The more shells you need out at once, the less likely the devs will implement it.
We do have shield turrets. They don't make a wall or have pretty explosions, but they do block stuff.
Besides, capships have shields; they don't need additional protection from energy weapons.
I could agree with a flak wall disrupting the BGTWKOA though, causing them to explode or something.
As for range, the problem with increasing range is that you increase the number of shells needed to create your wall. The more shells you need out at once, the less likely the devs will implement it.
We do have shield turrets. They don't make a wall or have pretty explosions, but they do block stuff.
usually flak is a poorly aimed area of effect weapon - distance to target is estimated and then the rounds are fired where the target is believed to be without aid from computers or guidance systems. It is normally slow due to the need for a timer to set the range
Its simple nature makes it reliable but dependant of the judgement and skill of the gunner.
Smoke,fog and ions would have no effect on it other then to shorten the detection area.
Its simple nature makes it reliable but dependant of the judgement and skill of the gunner.
Smoke,fog and ions would have no effect on it other then to shorten the detection area.