IVIemories Cluster missiles just seem to be pretty buggy right now. This crash happened with just cluster missiles:
Thanks, already fixed on my end.
clojelo For the geek captain in all of us, would you consider renaming Dumbfire missile as Torpedo?
The problem is that "torpedoes" are, traditionally, also homing, so I don't think that name adequately conveys the nature of the dumbfire missiles.
SpaceCat First issue: 4 hitpoints standard seems high opposed to the 50% chance of kill there was before.
(4 hitpoints would be about 12,5% kill chance i guess)
50% kill chance is sort of like 2 hit points, and since I doubled the ROF, I figured I should double the HP again to 4. But maybe that's too high since the PD spread was also increased.
Kroom Btw i think it would be very useful to have a fire/hold fire buttom in the general UI with the booster thruster
This is easy to mod and shouldn't even cause multiplayer incompatibility.
Dalas120 all the missiles feel way too similar. As someone said, they're just vanilla missiles with different hit effects
Yeah they're just prototypes right now, I'll do all the graphics and VFX once I know what types are getting added.
Dalas120 different missiles should have drastically different missile parts needed, ranges, speeds etc.
I've done this in some cases where it was pretty obvious, like dumbfire, decoy, and interceptor. Though maybe those changes aren't drastic enough (everything has the same range right now) and maybe there are other missile types that can also be tweaked. (Maybe cluster missiles should be heavier/slower until they split?) But in some cases, I can't really find a lore reason why a missile should behave differently than the regular missile. (Why would an incendiary missile fly differently?)
Dalas120 is it correct that "speed" determines the initial movement speed, and "acceleration" determines the max movement speed?
Speed is the initial speed, yes. Maximum speed is determined by acceleration and LinearDamping.
Dalas120 unpopular opinion: what if the only direct damage missile was the dumbfire, and high explosives were replaced with incendiaries?
Would be kind of strange from a lore perspective.
Dalas120 unfortunately not very good at crew killing, because it just takes too long. by the time incendiaries disable a compartment you could have just blown up the weapons ten times over instead.
Perhaps if fire killed crew more quickly?
Dalas120 EMP should be much better at draining shields - more like a long-range electrobolt than a laser+EB killer
Something I could do is change the energy drain to not falloff with range. This would make EMPs better vs shields (and internal parts) without making them significantly better at disabling non-shielded energy weapons. Alternatively, I could just buff the anti-shield damage a lot.
Dalas120 suggest making EMP a super-missile, size of 3 missiles
I'm all for this, I just need to figure out how that would look when loaded inside a missile launcher. (I suppose I could add a different missile launcher for larger missiles, though I'd rather not.)
Other missile types might benefit as well from being larger, i.e. dumbfire.
Dalas120 . . 50% power drain is really weird. really really weird.
. . maybe have some kind of max energy drain per missile?
. . . . this would probably help balance out effectiveness vs laser+EB and other weapon types
. . . . so if you hit a cannon ship you'll completely drain the factories
. . . . if you hit a laser+EB you'll drain only a few of the weapons
. . . . and if you hit shields you'll drain the shields and nothing else
I could change it to work like electro-bolts where is just drains a set amount of power, but then they wouldn't be sufficiently effective vs shields, unless I also gave them higher anti-shield damage, which I'm not thrilled about from a lore perspective, I'd prefer all their drain come from the EMP blast if possible.
Dalas120 cluster explosion looks weird. missile_cluster_mini should probably be unguided bomblets, like a space shotgun
. . not unique enough. I like the idea, but right now it's just HE missiles with worse damage and more HP.
I'm not sure how a space shotgun would be significantly different from the HE missiles, isn't that basically just an AOE effect? My intention for the cluster missiles is that they more accurate than the HE missiles, though maybe I should further increase their accuracy.
Dalas120 random thought: why does dumbfire have 2x the HE shield damage, but 1.5x the HE part damage? seems random
This was not intentional, I'll fix it.
Dalas120 PD, oh PD
. . missiles should be balanced without PD, and PD should be balanced without missiles.
. . right now missiles and PD are way too dependent on eachother
. . I still believe in suggestions in my other post - make PD a wide-area defense able to help block all/almost all weapons
I agree with you 100% on the problems with current missile/PD balance, but I'm not sold on any solution yet, for reasons already discussed in the PD thread.