|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ratamaq doc
3dge of D4rkness SoulWing Alliance
23
|
Posted - 2012.11.05 02:57:00 -
[1] - Quote
How about this. Fix the speed of the swarm launcher so that it can catch a dropship. In no reality does a Aerial Personnel carrier that would fly 250 knots tops outrun a missile going mach 2.
To compensate the drop ship, give them countermeasures.
You want to make things real interesting?
Make both Radar and Thermal guided Swarm Launchers, give the dropships RAW gear, and Chaff & Flare. Make one of the non gunner, non pilot a REO and in control of countermeasures. Make them have to choose between tone types launch the appropriate counter measure and give him skill points every time he successfully stops a missile. Hell give him a radar and targeting system while your at it to relay strike coordinates to the gunners.
Make the Radar launcher more expensive and chaff more expensive given that the radar missile would rely on ping and could head straight at the dropship as apposed to having to chase down it's tailpipe.
Oh and give the pilot the ability to eject someone out of the craft. Incase someone out of your squad mans the EW station and doesn't move or know what he is doing, or if you are trying to get your whole squad in and some fool can't take a hint. |
ratamaq doc
3dge of D4rkness SoulWing Alliance
23
|
Posted - 2012.11.05 03:42:00 -
[2] - Quote
Scheneighnay McBob wrote:ratamaq doc wrote:How about this. Fix the speed of the swarm launcher so that it can catch a dropship. In no reality does a Aerial Personnel carrier that would fly 250 knots tops outrun a missile going mach 2.
To compensate the drop ship, give them countermeasures.
You want to make things real interesting?
Make both Radar and Thermal guided Swarm Launchers, give the dropships RAW gear, and Chaff & Flare. Make one of the non gunner, non pilot a REO and in control of countermeasures. Make them have to choose between tone types launch the appropriate counter measure and give him skill points every time he successfully stops a missile. Hell give him a radar and targeting system while your at it to relay strike coordinates to the gunners.
Make the Radar launcher more expensive and chaff more expensive given that the radar missile would rely on ping and could head straight at the dropship as apposed to having to chase down it's tailpipe.
Oh and give the pilot the ability to eject someone out of the craft. Incase someone out of your squad mans the EW station and doesn't move or know what he is doing, or if you are trying to get your whole squad in and some fool can't take a hint. That may work against dropships, but you have to remember- LAVs need to be able to stand a chance too, and fitting a countermeasure system would make them ineffective. I like the last bit though
LAVs have a passenger seat (for a EW station) and they can and do equip countermeasures in the real world.
I saw suggested in another thread to be given the choice of either an AA missile that would be high speed low turn, or a AG missile that would be low speed high turn. I like this idea also. In reality that is the difference between rocket propelled ordnance and engine propelled ordnance. |
ratamaq doc
3dge of D4rkness SoulWing Alliance
23
|
Posted - 2012.11.05 03:58:00 -
[3] - Quote
Another idea I saw start in another thread I'd like to expand on is what could be the difference in the operation of a manpack launcher.
Currently all of the swarm launchers are fire and forget, which i assume means they are heat seekers, but could also mean they have radar guided war heads.
In the real world there are many different types of warheads, but for purposes here lets think about just a few other options.
Thermal is what we will assume is currently deployed. And can easily and reliably be thwarted by Flare.
Radar Passive would mean that the head is smart enough to follow a ping, but not carrying it's own transmitter. This means someone would have to continuously 'paint' the target. So imagine this on the battle field. a player on the ground if he is both shooting and painting with a single unit would only be able to fire one round at a time, or, not fire again less he stops pinging and the ordnance loses it's target. This takes out a players ability to poke his head out, fire off a blast and run back to cover. If he is killed while painting, the missiles loose their target.
Add to that the ability to co-op, one ground unit painting, another firing, now you have a team effort needed to take out a dropship or LAV/HAV.
A higher level launcher could come equipt with a Radar Active warhead, but with current technology, these things are HUGE. I could see bringing one of these into the game as an installation, or a HAV, but not as a manpack.
Laser guided I hope will be something the future will bring with off map support. ordnance coming in from orbit that eyes on the ground have to have LOS and Light up in order to give the missile a refraction basket to ride in. |
|
|
|