From: Thomas Barclay <Thomas.Barclay@s...>
Date: Tue, 9 May 2000 17:06:14 -0400
Subject: MT Missile implementation
I think I liked two suggestions: 1) Missile has set amount of fuel (thrust) and can expend it at a maximum rate (say 12 thrust). Missile moves as any other non-fighter space object. In vector, it wouldn't miss unless the missile AI (read: human player) was really buggy. When launched, inherits vector of ship. (So don't try to shoot missiles at a pursuer...). Make it score contact hits (hit the base of the figure if that is more reasonable) or give it a terminal guidance range of 3" like SMLs in vector (suggested version). 2) Missile has set range and duration, moves like a fighter, and has a 6" secondary movement. It attacks only by coming into base-base contact. This is real simple to administrate. For the KISS crowd, this is a good option. Maybe a speed of 24" for the primary move, 6" for the secondary, and two turns of endurance? Select your targets is a good capability. I've never liked BJs. Another possible balancer is to say a ship requires a Firecon to guide any number of missiles, but that Firecon is devoted to missile guidance. In either case, these should be a tad harder to kill with PDS. Or maybe we allow PenAid (ECM drones?) missiles to degrade PDS to accompany them or replace some of the MT missiles in a group fired at the same target?