Anti Missile Systems

Anti Missile Systems

Requests for features in the spring code.

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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Anti Missile Systems

Post by maackey »

Intercept Categories -- more than just an antinuke
-- ALL projectiles can be intercepted
-- ALL weapons can intercept

Edit for clarity. (thanks lurker)
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Anti Missile Systems

Post by [Krogoth86] »

Yeah I'd also like general weapon tags for this. Imo this should include two weapon tags (one for the intercepting weapon and one for the one that should be intercepted) which work just like that "binar system" for the shields so you can have weapons just intercepting certain weapons (which means a weapon can intercept multiple different weapons too)...

Also it needs to be made sure that there always is just one weapon firing at one specific projectile. It currently works for Anti-Nukes that way but it also makes sense for any system that gets integrated without touching any of that hardcoded function to keep it that way. It would be lame if an anti-missile or -torpedo system of several units fired at the same incoming projectile...

On the other hand a tag of its own for this behaviour might be interesting too although not really needed. Some people might want to do like miniguns though which have quite an inaccuracy and thus having multiple ones for safe interception would be needed. It would require coding quite some additional logic though...
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: Anti Missile Systems

Post by ==Troy== »

just make it return the number of "already firing" anti systems.

Or even in a more complicated system, allow it to return the "weight" of the anti projectile systems firing at a projectile. (weight specified by the modder. so if you have a weapon which hits 100% of times, it will have high enough weight to force other weaponary to shoot at different projectile. Etc.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Anti Missile Systems

Post by Argh »

I think that if we have a way to destroy Projectiles, we should be able to fake this (in a way that will look good), if nothing else.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Anti Missile Systems

Post by REVENGE »

Argh wrote:I think that if we have a way to destroy Projectiles, we should be able to fake this (in a way that will look good), if nothing else.
+1

Also adding that there would preferably be options to detonate or not detonate the projectile when it is destroyed.
Societal
Posts: 64
Joined: 05 May 2009, 13:57

Re: Anti Missile Systems

Post by Societal »

I would also like to see suitable projectiles (AA missiles, torpedoes, etc) that self-destruct when they've missed their target and have traveled too far beyond their initial range limit (~115% or something).
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Anti Missile Systems

Post by KDR_11k »

Societal wrote:I would also like to see suitable projectiles (AA missiles, torpedoes, etc) that self-destruct when they've missed their target and have traveled too far beyond their initial range limit (~115% or something).
burnblow=1;
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Anti Missile Systems

Post by Argh »

They just disappear and don't seem to explode.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Anti Missile Systems

Post by yuritch »

Even worse. Vlaunch missiles for ex. do not disappear, they fall down (I've had this experience with a vlaunch AA missile - it either hits the plane, or falls back down possibly blowing something up). I'd like to be able to make it explode midair in case of a miss instead.
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