making AMC (Anti-Missile Countermeasures)

i was thinking about making AMC by making a new frigate with no icon,string,or mainview icon,setting its maxspeed linear to 1750 which is the usual missile speed,and setting the exhaust and mesh to that of the missile effect,and then an ability that would spawn many of these,then i could make there health like 10 soo they can be shot down.plus an ability for the new missile that would be passive and have a range of 5 so that it would blow up whenever it went near an enemy ship,would this work??

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Reply #1 Top

The most problamatic parts would be the targeting of the "missiles" and the fire effect.

Frigates always spawn in the center of the... erh spawner and will either be pushed out when eather move or be pushed by the impulse. This could resoult in the missiles spawning at random places of the mesh wich would look a little wird.

By targeting the missiles could have a really short range weapon or an ability with a moveToTarget instantAction. Because of this the missile will either select a random target or you would have to manually select the target.

Reply #2 Top

Nice idea, i make this ability for me but as "drone" for attack enemy fleet in another planet.

Fredled - this is simply, will try!

P.S: And possible attach spawn ability on missiles - when missile damaged enemy fire - he deploy 3-4 sub-missiles [as in sci-fi series "Andromeda"].

Reply #3 Top

You can do a PhysicalDamageAsDamageDealer modification on the enemy ships, but this sort of thing isn't possible.  Your mini ships are going to be anti-everything, there's no way to make them only attract missiles.

 

You can almost turn fighters into decent missiles by giving them a very short range and an equally short range magnetism effect, so they will get themselves sucked into the enemy ship, dealing damage when they impact.  I have a working example of this in the SOA2 mod with the Borg version of a hangar bay.

 

It would be messy, but such a thing is the only way I can see to do real point defense and such, missiles are just particle trails in Sins, not something you can specifically act against.  If you didn't mind modding strike craft out of the picture, you could rework all the targeting in the game to have missiles attack strike craft, then make them be the countermeasure.

Reply #4 Top

well ya psychoak,in most space games the amc's are just normal weapons that can shoot down missiles

Reply #5 Top

gruntmaster,if you were to make a new mesh where the bounding radius of the missile would be 0 or extremely low and then make the muzzle effect of the ability the missile muzzle effect,wouldnt that work?

Reply #6 Top

anyone broke any ground with this??

Reply #7 Top

I have a way to do it.

Make a ship have a passive ability that spawns strikecraft instead of missiles. Those strikecraft have a suicide ability with range = 2. It is simple to be able to equip ships with antiSC weaponry and simply call it Countermeasures...

If I have no other assignments today I can start work I suppose...

Reply #8 Top

If I were to do it, what expansion should I do it for????

Reply #9 Top

The Borg strike craft in SOA2 are already set up for that.

Reply #10 Top

problem though,the amc's would also target strike craft like that,but i suppose they would do that anyway...good idea

 

entrenchment

Reply #11 Top

My attempts to do a passive ability have only succeeded in making a Javelis fire a fighter every so often that shoots at stuff. Missiles don't shoot.

Poo.

Reply #12 Top

give the missile an ability that makes it hurt stuff

Reply #13 Top

Yeah, the shooting bit is a bit of a bum deal, give it vaporware for an effect and less than 1 damage and it wont really do anything though.

 

There's working code in AbilityBorgDroneMissile and it's related files in the SOA2 mod currently up for download.

I gave the bombers a 400 range attack and stuck a passive linked squad targeted buff on their spawning ships and structures.  It does a periodic buff every .5 seconds, a 1km range, 1 target magnetize application that draws 1 target within 1km range and does 500 damage on impact.  There's a second OnOwnerDeath triggered buff application in there as well so that I could do assimilation effects and such.

 

As I'm currently on a shit computer that doesn't handle the processing requirements very well, fine tuning it is a stalled out process.  Should someone who doesn't have .5 second delays on effect processing in game get the damned things to not swirl around their targets as often as they hit home, I'd love to have the numbers you used.  For all I know they work perfectly already on a system with decent processing power.

Reply #14 Top

You should stop using strike craft and use the spawn frigate ability.  Create a frigate that moves the way you want the missile to move, has one gun and has the abilities you want it to have.  You can have the damage dealt as an area effect (nuke), direct damage (kinetic), or group damage (bomb-pumped).  Just set the range for the blast to be slightly longer than that of the main gun.  Also, with the spawn frigate ability you can set a time to live so that you don't end up with thousands of frigates running around.

I gave my cap ships a gravity well ranged gun that does 1 damage and has no graphics connected to it.  This gun serves as a range finder for the missile launch code.  I removed all other non-pd weapons from all ships  and watched as two fleets sat at opposite sides of a star firing missile volleys at eachother while a horde of strike craft dueled between them. 

Reply #15 Top

Frigates can't use the magnetize code, and when they run up to fire an ability, the slow to a stop.  It's fugly.

Reply #16 Top

FredLed,
if i remember correctly, there was a discussion on these forums on capital ship models from the SINS beta. one of the posters there mentioned that SINS beta had code that allowed TEC flak guns to shoot at phase and normal TEC missiles......see if u can dig that discussion up and see if that code still works.

Reply #17 Top

HUHHUHUHUHUHUHU????REALLLLY?????TTTTHNNNXNNXNXNNXNXNXNXHXTXXHTXNXNX

 

awesome avatar by the way

Reply #18 Top

Or:

(And this is a much longer way)

Make missiles a spawnable entity that usually self destructs at a small range. That way, they could be targeted.

Reply #19 Top

that was my original idea.

Reply #20 Top

Quoting FredLed, reply 19
that was my original idea.
End of FredLed's quote

Whoops, didn't pay attention to the OP.