Just noticing a few things while playing. The jump drive targeting came to me when reading the Titan post that was released yesterday. It pointed out where the jump drive is and it made me think it's pretty exposed and could be attacked.
Missile Guidance Computer - When missiles are fired at a target and the target gets destroyed before they hit. Can we have those missiles change course and attacked another target? I feel like that's what a guidance computer would do.
Targeting Jump Drives - When ships are about to jump or crossing your gravity well, can we have ships target jump drives to cause them to stay longer or to turn around and fight if they know they can't jump?
The ship doesn't take damage and can repair but it's a cooldown of 30 seconds. When the ship does get disabled the incoming fire will actually damage the ship.
I know we have jump inhibitors but I really don't think they work. Also, I would like to actually place them down somewhere to at least make me feel like I am actually keeping them in our well.
Interesting idea. I'd love missiles to go back into search mode after their initial target is dead.
Nebulous Fleet Command has this sort of functionality but is much more complex than sins2 because it is more of a skirmish RTS.
It would be interesting to have wing commander style long range stealth missiles that are player commanded and cloak then pop up for telemetry data before cloaking again. You know you fire them from one side of the gravity well and they can reach the other and you have 3 chances to waypoint them. Probably too complex for this game.
Im interested in these ideas, I wonder what the cost would be to balance out the missile guidance
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