Forums » Suggestions

Persistent Missiles

Feb 07, 2015 Death Fluffy link
Missiles time out when their fuel supply runs out. There is no reason for them to vanish when a player dies or leaves the sector.
Feb 07, 2015 csgno1 link
Maybe they should self-destruct when the fuel is exhausted. I think that might be better then having them floating around.
Feb 07, 2015 biretak link
+1 ... let the launched missiles finish their flight to attempt to hit their target and then destruct in they miss or don't hit anything.
Feb 07, 2015 Pizzasgood link
Fluffy isn't talking about having them persist past the fuel supply, csgno1. He means that since they already do time out when their fuel runs out, there isn't a need to make them vanish when you jump out of the sector. They should just keep going until they run out of fuel, as though you hadn't left. Similar to how mines work.

+1
Feb 07, 2015 cnaw link
+1
Feb 07, 2015 abortretryfail link
+0.5

Torpedos should do this. Missiles and rockets not so much.
Feb 07, 2015 incarnate link
This was a bit elaborate to implement on Mines, but maybe now that those work, other weapons will be easier. Tracking and collisions on homing missiles would have to be handed off to the server, for instance. I'll talk to Ray about it (probably not a short-term thing, too busy here).

I agree that torpedoes should be the priority. But if we do it for the one, maybe not too bad to do for others.
Feb 07, 2015 danielturtle link
Make them slowly slow down... so someone can go and fish them from space and take them home.
Feb 07, 2015 joylessjoker link
You need them to go even slower so that you, a turtle, can catch them.
Feb 08, 2015 danielturtle link
I mean, make them stop and when they stop, make them visible on radar for only 500 meters, and if you find one, you can put it in your hold and either refuel it and launch it, or take it apart.
Feb 08, 2015 vskye link
Only if the missle has a 30% chance of blowing up your ship after sticking it in your cargo hold. That would be amusing.
Feb 08, 2015 Keller link
Not necessarily blowing up the ship, but blowing up for full damage. ;)
Feb 09, 2015 abortretryfail link
I do think we need a way to shoot down torpedoes still... Right now the only ways to get rid of a bunch of Avalons is to kill the person who launched them or trigger each and every single one before they hit their target.
Feb 09, 2015 Keller link
I hate to appear to hijack the thread, but this is why we need ECM devices for our ships.
Feb 09, 2015 Savet link
We could use diplomacy.

Example:

Target pilot: /msg "Random Pilot" hey guy, your missiles are causing me problems
Random pilot: /msg "target pilot" my bad bro, let me fix that"
Random pilot: /missile dontsplode "target pilot"
Missile: name not found: target pilot
Target pilot: dies
Target pilot declares war on random pilot

If all commands allowed case insensitivity, everything would be better.
Feb 09, 2015 greenwall link
Diplomacy ftw!
Feb 09, 2015 cnaw link
+1 savet
Feb 09, 2015 Keller link
Bah...all you people, trying to change the rules when there's a perfectly effective solution...

alias destructmissiles "msg %target% Lemme blow those for ya; missile dontsplode %target%"
bind "D" destructmissiles


The only thing that would wreck it would be for some smartmouth to create a single word player handle with a ; in it. (guess they're on their own then)

Neophytes.

"Better Living Through Code"
Feb 09, 2015 Savet link
-1 keller

Stop trying to detract from the case-sensitivity bug with binds players are never going to use.

/dontsplode

/givemoney
Feb 11, 2015 Keller link
Heh...All things are possible through code.

I can build a key bind macro that pops up a quick dialog to ask how much money to give. Only 1 line. :D