Forums » Suggestions
Bloom Missile
The bloom missile is a large port beam guided missile. . This means it is NOT fire and forget. Pilots must "paint" the target which they want to hit. While this makes this missile much harder to use, the positive is that the target will not know they are target from standard alerts. The target can of course visually track the ordinance, or equip some sort of addon to detect when they are being painted.
The missile is a single projectile, similar in looks to the stingray. But their similarities end there. The missile is fast moving with ok maneuverable capabilities, giving it the ability to make a couple passes at the target. The fuse is prox base, and the splash radius is medium. Each launcher holds 5 missiles. And each missile can do 7000 damage. The grid is ten per launcher. A ship can paint only one target at a time.
A capital variant also available.
Bloom Missile
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Port: Large
Damage: 7000
Velocity: 100 m/s
Energy: 60/missile
Delay: 0.5s
Mass: 1500 kg
Splash: 30m
Detonation: Proximity (30m)
Ammo: 5
Lifetime: 30s
Grid: 10
Level: 6/4/10/0/0
Purchasable and reloadable only at Ineubis stations.
Capital Bloom Missile
------------------------------
Port: Large
Damage: 15000
Velocity: 160 m/s
Energy: 600/missile
Delay: 0.5s
Mass: 25000 kg
Splash: 30m
Detonation: Proximity (30m)
Ammo: 15
Lifetime: 30s
Grid: 35
Level: 12/4/12/0/0
Purchasable and reloadable only at Ineubis stations.
The missile is a single projectile, similar in looks to the stingray. But their similarities end there. The missile is fast moving with ok maneuverable capabilities, giving it the ability to make a couple passes at the target. The fuse is prox base, and the splash radius is medium. Each launcher holds 5 missiles. And each missile can do 7000 damage. The grid is ten per launcher. A ship can paint only one target at a time.
A capital variant also available.
Bloom Missile
---------------
Port: Large
Damage: 7000
Velocity: 100 m/s
Energy: 60/missile
Delay: 0.5s
Mass: 1500 kg
Splash: 30m
Detonation: Proximity (30m)
Ammo: 5
Lifetime: 30s
Grid: 10
Level: 6/4/10/0/0
Purchasable and reloadable only at Ineubis stations.
Capital Bloom Missile
------------------------------
Port: Large
Damage: 15000
Velocity: 160 m/s
Energy: 600/missile
Delay: 0.5s
Mass: 25000 kg
Splash: 30m
Detonation: Proximity (30m)
Ammo: 15
Lifetime: 30s
Grid: 35
Level: 12/4/12/0/0
Purchasable and reloadable only at Ineubis stations.
+1
This looks cool as shit and Ineubis needs more love. A useful guided missile would also be great.
This looks cool as shit and Ineubis needs more love. A useful guided missile would also be great.
+1
I hope one of these great suggestions get accepted and we be able to see it in this fantastic game
I hope one of these great suggestions get accepted and we be able to see it in this fantastic game
While the idea is kind of neat, how many scenarios do you see this being legitimately useful in (i.e. you would actually use this over something else)?
I think this would be worse than conventional missiles in 1v1 because you have to be able to maintain your target to be able to hit with it. This is hard enough for many people with blasters.
In XvY, I see it's usefulness being questionable. It still has the aiming limitation, which can be difficult against fighters. It's speed may be too slow for it to even hit a competent fighter, depending upon the angle you attack from.
Versus larger targets it seems under-powered compared to existing options. If you can fire more than one and have them all track the same target, this might be useful. Though at that point it becomes almost like a guided Avalon, in which case it beats the Avalon in every category but damage.
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If it were easier to hide your presence and perform sneak attacks, I would be all over this. But with the existing mechanics, I'm not sure it's really worthwhile.
Add this to the game at the same time as a sensor dampener or long-range cloak (e.g. reduces the range at which you can be seen on radar).
I think this would be worse than conventional missiles in 1v1 because you have to be able to maintain your target to be able to hit with it. This is hard enough for many people with blasters.
In XvY, I see it's usefulness being questionable. It still has the aiming limitation, which can be difficult against fighters. It's speed may be too slow for it to even hit a competent fighter, depending upon the angle you attack from.
Versus larger targets it seems under-powered compared to existing options. If you can fire more than one and have them all track the same target, this might be useful. Though at that point it becomes almost like a guided Avalon, in which case it beats the Avalon in every category but damage.
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If it were easier to hide your presence and perform sneak attacks, I would be all over this. But with the existing mechanics, I'm not sure it's really worthwhile.
Add this to the game at the same time as a sensor dampener or long-range cloak (e.g. reduces the range at which you can be seen on radar).
Putting aside the missing rationale for why this missile requires manual target guidance when other guided missiles can do it on their own, and also putting aside that it's a cool idea generally speaking, I don't see why VO needs this.
Secondarily, I don't understand how the target painting mechanism is supposed to work given that presumably the trigger will fire the missile.
Secondarily, I don't understand how the target painting mechanism is supposed to work given that presumably the trigger will fire the missile.
greenwall, the point of the manual targeting was explained in the original post. By removing the auto-targeting, presumably the target would have no means outside of visual detection (including radar) to know there is a missile flying towards them. It's therefore assumed that the missile-lock warning beep, associated with traditional missiles, would not be in effect.
As for the target painting mechanic, think of it more as laser-guided. I took this to mean the missile would fly on its own to the point under your crosshairs. This would give the user the ability to change the target if they wanted mid-flight. It would also allow you to play games with the missile, making it fly circles (sort of) before finally settling on a target or letting it fizzle out. Most games I've played that have used this type of system only allowed for forward travel, but you could still cause it to fly around corners if you were good. The suggestion made it seem that the missile might be able to circle back on a target if it overshot, or if you played games a little too long.
As for the target painting mechanic, think of it more as laser-guided. I took this to mean the missile would fly on its own to the point under your crosshairs. This would give the user the ability to change the target if they wanted mid-flight. It would also allow you to play games with the missile, making it fly circles (sort of) before finally settling on a target or letting it fizzle out. Most games I've played that have used this type of system only allowed for forward travel, but you could still cause it to fly around corners if you were good. The suggestion made it seem that the missile might be able to circle back on a target if it overshot, or if you played games a little too long.
+1 an Avalon that doesn't miss everytime.