Adipem Nothi wrote:Concept: "Laser-Guided Projectile"
Summary
A mini-game with a finite duration, meaningful interplay and clear victory conditions.
Perspective - Projectile
You are single ball of brilliant white light, bright as any flare and visible to all on the battlefield. Your origin is the Swarm Launcher, whose operator now lases your destination with sweaty palms, hoping against hope to not get sniped in the face. Your destination is the target vehicle locked and currently lased by said operator. Should your operator die or lose laser lock while you're in flight, you will fail and fizzle. Should your operator have fired you from too great a range from your target, you will run out of fuel and fizzle. Should your target defeat laser lock by breaking line-of-sight with your operator, you will immediately fizzle. But should you reach your target, you will assuredly destroy that target and engulf anything around it in glorious flash of awesome destruction.
Perspective - Pilot
Incoming Missile flashes at the top of your screen; a high-pitched ring squeals in your headset and the headsets of any occupants in your vehicle. Over the course of the next several seconds, you will either succeed in scrubbing a missile, or you will be reduced to scrap while trying. A bright white orb is accelerating toward you. It has limited fuel, and you think you might be able to outrun it. Your sniper on the ground reports that he spotted the launch and might be able to get a bead on the swarmer. But you have a good idea where it came from, and you know that you have absolute odds if you can put a structure or terrain between the orb's source and your craft. You opt for the absolute option, and when the high-pitch ring and flashing lights fade you know the very moment you succeed.
Perspective - Swarmer
You've found a suitable position with clear vantage of your target. You've surveyed your surroundings and you're reasonably confident that no hostiles are nearby. You've chosen a position which you believe to be shielded from hostile sniper fire. You wait for your target to distance himself from nearby cover. You only get one shot, and over the next several seconds, you're going to risk all on that one shot. You fire. Your position has been divulged to all. The seconds tick by, and there you must remain, perfectly still, sniper bait, holding your breath, all the while your target locked in your sights. He knew the moment you fired, and now he races toward a structure with hopes to evade. You track him carefully and steadily. If you lose your laser lock, you lose the missile. But if you guide that missile into your target before it runs out of fuel, your missile is guaranteed to vaporize the target and everything in its vicinity. The fireworks will be awesome.
Swarm Variables
Acceleration (m/s^2) - Swarm Proficiency, +5% per level
Top Speed (m/s) - Swarm Operation, +5% per level
Fuel / Flight Time (sec) - PRO > ADV > STD > MLT
Ammo - 1 clip / 5 reserve +1 per level of Swarm Ammo
Range - No limitations other than fuel
Balancing
If it appears that Pilots are always scrubbing missiles, increase missile acceleration and top speed. If it appears that Swarmers are always scrapping Pilots, decrease missile acceleration and top speed.
I like the maintaining lock, thats nice, and no firing till first volley is hit.
Why one projectile?
Performance.
Why a bright orb?
To address rendering concerns. Also, so everyone on the battlefield can see the mini-game play out.
Why so much damage (OHK)?
To reward skill and to satisfy risk / reward.
Why does a swarmer have to maintain target lock?
To reward skill and to satisfy risk / reward.
Can a MLT Swarm Launcher OHK my ADS?
Absolutely. But he'll have to be pretty close due to fuel limitations.
Can a MLT Dropship scrub a Proto Missile?
Absolutely. Just break line of sight with missile origin.
Why vaporize surroundings?
To prevent last-minute bailouts and provide more meaningful kill/spawn data. Gassault Calogi and more. Respec Pending.