Couple of ideas from a new guy
-
Vandil
- Ensign

- Posts: 6
- Joined: Thu Sep 24, 2009 5:46 pm
Couple of ideas from a new guy
Hello all! new owner here.
Spent the demo time putzing around, didn't get much done other than giving myself a bug to buy EL and a new joystick. 2 legit copies of the game and an X-52 later I'm slowly advancing my pilot.
I've come across one area that could possibly use some improvement\\expansion, chaff and active anti missile systems. At least as far as I've gotten in the game, chaff seems to be the only player anti missile system in the game?
I'd like to toss out a few alternative systems or systems that could be deployed in addition to chaff.
1. Tethered anti missile drones. Drone could consume a hard point and trail the mother ship via carbon nano tube tether. Emmits ghost IR\\Radar signatures of the mothership.
2. Energy based phalanx ciws. Only limited by energy charge and range, reduced size due to no ammo load, high energy usage. (cap ships seem to have a similar system now)
3. Anti Missile Missiles! Maybe they only work against the largest attack missiles. Or they are extremely large in themselves and deploy multiple smaller AMMs after boost for the final kill.
4. Active ECM, Radar\\IR spoofing, jamming, etc.
5. Anti missile drop pods. Dropped in the ships wake they either self detonate like a proximity mine, or they deploy a single pod consuming pumped laser blast.
While I'm on the topic of pumped lasers. A missile containing a gamma ray bomb pumped laser would make a fairly fun addition to the Anti Capital Ship missile load out. There would be a boost phase, and then a second phase where the weapon alligns on target and detonates.
Spent the demo time putzing around, didn't get much done other than giving myself a bug to buy EL and a new joystick. 2 legit copies of the game and an X-52 later I'm slowly advancing my pilot.
I've come across one area that could possibly use some improvement\\expansion, chaff and active anti missile systems. At least as far as I've gotten in the game, chaff seems to be the only player anti missile system in the game?
I'd like to toss out a few alternative systems or systems that could be deployed in addition to chaff.
1. Tethered anti missile drones. Drone could consume a hard point and trail the mother ship via carbon nano tube tether. Emmits ghost IR\\Radar signatures of the mothership.
2. Energy based phalanx ciws. Only limited by energy charge and range, reduced size due to no ammo load, high energy usage. (cap ships seem to have a similar system now)
3. Anti Missile Missiles! Maybe they only work against the largest attack missiles. Or they are extremely large in themselves and deploy multiple smaller AMMs after boost for the final kill.
4. Active ECM, Radar\\IR spoofing, jamming, etc.
5. Anti missile drop pods. Dropped in the ships wake they either self detonate like a proximity mine, or they deploy a single pod consuming pumped laser blast.
While I'm on the topic of pumped lasers. A missile containing a gamma ray bomb pumped laser would make a fairly fun addition to the Anti Capital Ship missile load out. There would be a boost phase, and then a second phase where the weapon alligns on target and detonates.
-
49rTbird
- Captain

- Posts: 2954
- Joined: Sun Oct 28, 2007 10:57 pm
- Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.
Couple of ideas from a new guy
Hello Vandil, welcome to the forum and the Sim.
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Couple of ideas from a new guy
As an additional option, you can also shoot down incoming missiles (if you're a good shot 
-
AnakiMana
- Ensign

- Posts: 13
- Joined: Mon Sep 07, 2009 7:54 pm
- Location: Richland, WA
Couple of ideas from a new guy
Creative ideas... I'm personally happy with the current countermeasures and shooting down missiles while taking advantage of inertia. I ain't 'fraid a' no missiles! Bring it on! 
~AnakiMana
~AnakiMana
[JMC] AndyMan
-
Vandil
- Ensign

- Posts: 6
- Joined: Thu Sep 24, 2009 5:46 pm
Couple of ideas from a new guy
Totally just tossing ideas around, I've successfully shot a few down.
Usually followed by me running head on into the enemy ship at 1K+\\ klicks.
Turbo + chaff spamming seems to work as long as I have time for evasion.
Mining in a system with occasional renegades can be a bit fun as they tend to warp in system, lock on, and launch quickly enough for me to get hit trying to boost away from the asteroid I'm mining at point blank range or before I can get my hands on the throttle+stick.
Usually followed by me running head on into the enemy ship at 1K+\\ klicks.
Turbo + chaff spamming seems to work as long as I have time for evasion.
Mining in a system with occasional renegades can be a bit fun as they tend to warp in system, lock on, and launch quickly enough for me to get hit trying to boost away from the asteroid I'm mining at point blank range or before I can get my hands on the throttle+stick.
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Couple of ideas from a new guy
If by turbo you mean afterburner, remember that engaging it results in a much higher heat signature for your ship, making it easier for missiles to keep their lock and track you. If you cut your engines and thrusters, including your afterburner, and allow your ship to drift freely while launching CM's, you'll find they will be much more effective when you eliminate your heat signature.
[Edited on 9-24-2009 by Vice]
[Edited on 9-24-2009 by Vice]
-
Vandil
- Ensign

- Posts: 6
- Joined: Thu Sep 24, 2009 5:46 pm
Couple of ideas from a new guy
Any hints on how quickly the IR signature builds and fades? Can one say afterburner for 2 seconds, cut throttle, switch to inertia, and then chaff? Or would the heat still be bleeding off the engines at that point and then ship effectively has a larger signature than at full open throttle?Originally posted by Vice
If by turbo you mean afterburner, remember that engaging it results in a much higher heat signature for your ship, making it easier for missiles to keep their lock and track you. If you cut your engines and thrusters, including your afterburner, and allow your ship to drift freely while launching CM's, you'll find they will be much more effective when you eliminate your heat signature.
[Edited on 9-24-2009 by Vice]
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Couple of ideas from a new guy
With the IDS on, the heat signature can taper off gradually as the thrusters/engines gradually shut down after a turning or changing speed. If you turn off the IDS, then they shut down immediately and the heat signature is dropped immediately. So yes, you can use the afterburner for 2 seconds, turn off the IDS and then use CM's.
-
BraveHart
- Captain

- Posts: 1322
- Joined: Tue Mar 18, 2008 5:11 am
- Location: USA Washington State
Couple of ideas from a new guy
He-he....and if you do get hit by a missile or two Just smile
because someone maybe out there taking your picture while your on fire to post in the screenshot thread....Just ask Eclipse and Scott 
StarWolves Clan
Wing Commander [SW] BraveHart

Hellfire Squadron
Motto:\"When All Hell Breaks Loose!! Unleash the Wolves of War and We will Rain Hell Fire on All of Our Enemies\"

Wing Commander [SW] BraveHart

Hellfire Squadron
Motto:\"When All Hell Breaks Loose!! Unleash the Wolves of War and We will Rain Hell Fire on All of Our Enemies\"

-
Manboy no 5
- Ensign

- Posts: 15
- Joined: Mon Sep 07, 2009 9:22 am
Couple of ideas from a new guy
On the topic of new guys and ideas here's mine for what they're worth
- Cargo filters, so you can mine for specific minerals without having to jettison to free up a slot
- Forwarding of nav points to other players
- Brought this up in another thread, but the way the shields around cap ships snag you when you get too close on strafing runs is something I find annoying. I'd rather collision was handled like cap ships were asteroids, you can fly fast close but risk destruction if you collide
-
Maarschalk
- Captain

- Posts: 7641
- Joined: Wed Feb 25, 2009 12:24 am
- Location: USA, Also check your six!
Couple of ideas from a new guy
These point all have been brought up before. I agree with the First point.
The Second point I'm not sure if you mean Forwarding nav points to other players? If you mean your position coordinates then this can already be done!
Point number three I like the way it is because many times when you jump to contract way point involving capital ships you will fly right into the capital ship if you do not use strafe and might be destroyed before you have a chance to react as not to collide;)
The Second point I'm not sure if you mean Forwarding nav points to other players? If you mean your position coordinates then this can already be done!
Point number three I like the way it is because many times when you jump to contract way point involving capital ships you will fly right into the capital ship if you do not use strafe and might be destroyed before you have a chance to react as not to collide;)
Arvoch Alliance Stat:

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good
-
Manboy no 5
- Ensign

- Posts: 15
- Joined: Mon Sep 07, 2009 9:22 am
Couple of ideas from a new guy
This is a workaround but not a very elegant one. Having a filter option would make mining and salvage less tedious, but I suppose it could start to clutter the interface.Originally posted by Eclipse
You can prime cargo bays by keeping, or buying, a single unit in the cargo bay before running out to mine. Right-clicking on items at the trade stations allows you to buy/sell single units instead of the whole amount.
By forwarding of nav points I mean having the nav point simply appear for the player being communicated with, after some kind of confirmation from them perhaps. You could broadcast your current position or current nav, and then the player you're talking to could click the coords like a hyperlink, and the nav would appear.The Second point I'm not sure if you mean Forwarding nav points to other players? If you mean your position coordinates then this can already be done!
Point number three I like the way it is because many times when you jump to contract way point involving capital ships you will fly right into the capital ship if you do not use strafe and might be destroyed before you have a chance to react as not to collide
As to default navs making you ram into cap ships, I think it'd be better to have the jump exited early, or the nav placement altered gving you a chance to not ram the cap ship. As it is I don't get punished in an intuitive way for running into a capital ship at 3000-4000, but I do get punished for trying to drift close by a ship for a strafing run as the shield-snagging range and gun-range is not far apart.
-
Manboy no 5
- Ensign

- Posts: 15
- Joined: Mon Sep 07, 2009 9:22 am
Couple of ideas from a new guy
Yeah, I've been jumping to a new nav just short of the waypoint to avoid getting close to the cap ship. What I'm saying is if ramming is ever made deadly, then the default waypoint is no good if you go straight at it. Even as it is, where you slide over the surface of cap ships, the "helpfull" waypoint can easily get you into trouble. Your employer is giving you a nav you shouldn't actually use directly; why would they do that?
-
verbosity
- Captain

- Posts: 1154
- Joined: Thu Sep 07, 2006 7:38 pm
- Location: Deep Space 9
Couple of ideas from a new guy
Actually if you use the closeness to your advantage you can complete the mission no matter how many 'reds' there are around, giving you a fast contract turnaroundOriginally posted by Manboy no 5
Your employer is giving you a nav you shouldn't actually use directly; why would they do that?
verbsleagues.co.uk sw3dg web stats systems
uaithne.com eco-living project
rulerofzu.com free fantasy mmorpg
jesterscup.com webby stuffies
uaithne.com eco-living project
rulerofzu.com free fantasy mmorpg
jesterscup.com webby stuffies
-
Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
Couple of ideas from a new guy
Originally posted by Manboy no 5
Your employer is giving you a nav you shouldn't actually use directly; why would they do that?
-
Maarschalk
- Captain

- Posts: 7641
- Joined: Wed Feb 25, 2009 12:24 am
- Location: USA, Also check your six!
Couple of ideas from a new guy
If you know how to take out a Cap ship then this is the fastest way to finish the contract. Ones the Cap ship is destroyed it is much easier to complete the mission. You do not have to worry about unlimited missiles comming at you while trying to destroy the enemy escorts! And sometimes if you do not destroy the Cap ship mission will not complete till you destroy the estimated number of fighters or more!;)
[Edited on 9-27-2009 by Maarschalk]
[Edited on 9-27-2009 by Maarschalk]
Arvoch Alliance Stat:

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good
-
Manboy no 5
- Ensign

- Posts: 15
- Joined: Mon Sep 07, 2009 9:22 am
Couple of ideas from a new guy
I'll give that trick a shot, Eclipse, I hadn't thought to pull the stick during a jump. I wasn't referring to it in that last post though, but about what happens if you jump in a straight line to a waypoint placed in the heart of a capital ship.
-
soulsacrifice
- Lieutenant

- Posts: 234
- Joined: Mon Sep 14, 2009 3:50 pm
- Location: Riftspace
Couple of ideas from a new guy
I don't mind having to jedison minerals in favour of others, I just wish it wouldn't keep telling me I have no room for them. Especially in multiplayer as it clutters up the chat screen.
I like the idea of collision of Capital ships being treated as collision with asteroids, avoiding them after a jump is very easy - and if you can't, you'll learn soon enough.
I like the idea of collision of Capital ships being treated as collision with asteroids, avoiding them after a jump is very easy - and if you can't, you'll learn soon enough.
Profile Share Thread (Links RE-fixed)
-
Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
Couple of ideas from a new guy
Originally posted by soulsacrifice
I just wish it wouldn't keep telling me I have no room for them. Especially in multiplayer as it clutters up the chat screen.
-
Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
Couple of ideas from a new guy
Originally posted by Eclipse
Numpad * clears the chat screen in one bang.
-
Maarschalk
- Captain

- Posts: 7641
- Joined: Wed Feb 25, 2009 12:24 am
- Location: USA, Also check your six!
Couple of ideas from a new guy
I think there is also some kind of mute button. You can close the chat screen completely with. If I'm mistaken then maybe there should be one to shut down all comunication for if you wanted to take a nap without being disturbed. Like a Do not disturb sign! LOL:P:P:P:P:P
Arvoch Alliance Stat:

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good

Evochron Legends Stats:

Evochron Mercenary Stats:

Darkness is the absence of Light as Evil is the absence of Good
-
BraveHart
- Captain

- Posts: 1322
- Joined: Tue Mar 18, 2008 5:11 am
- Location: USA Washington State
Couple of ideas from a new guy
StarWolves Clan
Wing Commander [SW] BraveHart

Hellfire Squadron
Motto:\"When All Hell Breaks Loose!! Unleash the Wolves of War and We will Rain Hell Fire on All of Our Enemies\"

Wing Commander [SW] BraveHart

Hellfire Squadron
Motto:\"When All Hell Breaks Loose!! Unleash the Wolves of War and We will Rain Hell Fire on All of Our Enemies\"


