
Originally Posted by
field_medic
A thought had occurred to me as I was playing with different missile settings. The default homing missile couldn't chase a parked vehicle :P But that is more related to it's speed and turn rate and is unrelated to my next point.
I was thinking that you could split the missiles up (or I will eventually) by function and quirks. The first missile I built was an extremely fast (something like 25200 units/second) and excellent homing missile modeled after real world AAMs. It is extremely difficult to dodge compared to the slower normal missile, but if it missed you were guaranteed to be safe whereas the normal missile simply turned around and kept following.
So I'd create three missiles:
1) Air to ground. The missile can only go down the Z axis, never up and has fairly limited fuel supply but an extremely deadly warhead.
2) General. This is closest to the current missile although I'd speed it up and/or improve tracking. Moderate warhead.
3) Surface to air. The fastest missile possible at a cost of having a very short home time and much smaller warhead.
Missiles are how we do things in modern warfare and yeah it's fun to have 20 different calibers of howitzer, but they all fill roughly the same purpose. On a side note the beam weapon lacks any sound and has very limited range (probably intentional).
Bookmarks