This thread is about something I mentioned a few times in the past.
@INovaeHutchings posted a render of a big and/or splitting missile 3D Model on the Discord Server, concerning its origin he said:
... that missile design was a personal project of mine from quite a few years back.
There was some discussion how such missiles could be long range weapons (Space to Planet / Planet to Space) and could be intercepted (early) in flight .
This brought this one back for me. The seamless world I-Novae created would allow for some never before seen fight scenarios. Battles that change environment while they are going on:
Yes I know I mentioned it quite a bit over the years but couldn’t find a fitting thread to put the following thoughts.
A massive battle around a station, base or a fleet is fun, the fleet may try to get to a planet to attack a base, the base might try to fend of the attackers … anyway, a huge missile is from one of the sides that could make some side get closer to victory, lets say two missiles would be enough to “win” (destroy the base / destroy the fleets capitals).
The missile has to get to its target and here it has to cross the seamless transition that makes Battlescape so special. People would need to decide who runs after it and tries to stop it and they have to act fast. Some players who were on the team who fired the missile might want to escort it. A mini battle happens arround the missile on route.
Now … I know the netcode has its limitation and travailing the distances that such a missile would need to travel on the maximum velocity that would still allow for a battle may take dozens of minutes.
What came to my mind is that there could be a compromise though.
Have the missile use warp … but have it be forced out of it to “stage / switch power cores / whatever”.
This way the missile would have to make a certain amount of “stops” along the way where it will be vulnerable.
This way the mini battle will transition (move) while working around the limitations of the netcode, allowing participants to have a short, thrilling chase/battle with amazing vistas and changing environments.
On the Discord some Ideas came up what such missile could do additionally. It could split up at a certain stage, forcing people to minimize damage by choosing the right one.
Here’s a scenario:
Red Fleet just captured a space station above Sarake. They are now in range to launch missiles at a green base on the ground. A battle ensues near the station where the green team tries to retake the station and stop the reds advancing.
Seeing as the reds aren’t confident enough to split up their force they pull back two capitals that have previously loaded (expensive) big missiles and fly them 200 km away from the battle. They draw a bunch of smaller ships but nothing dangerous.
They fire a missile at the base. It accelerates to 1km/s and flies towards the planet. A bunch of interceptors try to damage it but they only scratch it. Red interceptors try to defend the missile. 30 seconds after launch it enters warp en route to planet. It’s quite visible on sensors and both sides dispatch forces to atack / escort it. After 30 seconds it has to drop out of warp and be vulnerable for a minute. (The distance it travels get smaller the close it is to a planet (due to how the warp drive works)… emphesizing battles at different altitudes in atmosphere). When it’s under a certain distance it launches 6 smaller missiles. The defendants manage to destroy half of them before they warped out and another one before the impact but they didn’t correctly prioritize and their hangar got destroyed, cutting off reinforcements.