Suggestion: A 'delay firing' option

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Bob Janova
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Suggestion: A 'delay firing' option

Post by Bob Janova » Tue Nov 22, 2005 7:54 pm

You know how sometimes you can see that if you fire off 4 plectrons, the third and fourth ones will hit the target that's coming across you, but not the first two? Wouldn't it be nice to have a 'don't fire this round' missile choice so you could not fire in the first two missile slots, so you didn't have to waste two missiles to get the hit?

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Andy
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Post by Andy » Tue Nov 22, 2005 8:23 pm

like have an order to it - tube 1, 2, 3, 4 - and if tubes arent loaded the the firing sequence could be something like - fire, fire, pause, fire. if would also mean youd have to select which tubes to use for firing, and thus be able to contraol the order of the shots - plectrons early to slow them down followed by homing shots
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Last edited by Andy on Sat Feb 05, 2011 1:39 am, edited 1 time in total.

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BoxZone_Author
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Post by BoxZone_Author » Tue Nov 22, 2005 10:34 pm

That would be nice, I often waste missiles that I know won't hit while I turn to get the 2nd or 3rd pointing at the target.

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ima_gnu
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Post by ima_gnu » Wed Nov 23, 2005 1:06 am

unless I KNOW its a kill shot, I dont bother shooting. I will wait and try again. I rarely get lower than an 80% hit ratio, and I nearly never use more than two missile bays, unless I'm shooting at a direlict with full shields on the side I'm facing. Or a super turret/starbase. Man, I hate attacking super starbases with twelve super turrets around it. Plus escorts. I just played that one, a custom mission.
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Old Man Johnson
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Post by Old Man Johnson » Wed Nov 23, 2005 7:21 am

If I think I have a clear shot, I'll go ahead and unload 4 missile bays on it (but only when using Plecs). Like on stationary ships or ones that I'm coming in on from the side. Also, they have to be tough enough to warrant 4 Plectrons.
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cavemaniac1
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Post by cavemaniac1 » Thu Nov 24, 2005 11:41 am

Hoo yeah!

A 'hold fire' option (null missile launch) would be great. As previously noted, the option to 'fire' four missiles in the order hold, hold, fire, fire or similar would be a huge help.

This is also related to the long running request to select the order your missiles are fired in, though by building a custom ship with missile types mixed, you can select which type of missile will fire first, as they're always fired in the order of top left to bottom right.

While I'm thinking of it, has anyone ever noticed the annoying ability of enemy ships to slip through a 'spread' of missiles? You fire off four missiles which come out as: fire, fire, pause so the enemy can slip through, fire, fire! :( Anyone got a suggestion for the cause of this 'hang fire'?
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Bob Janova
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Post by Bob Janova » Thu Nov 24, 2005 1:59 pm

I don't think it's a pause so much as sometimes missiles come out at full speed, not the speed of your ship (which I believe is what they're supposed to do). It's annoying when it happens because that missile doesn't go where you expect.

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Garnier
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Post by Garnier » Thu Nov 24, 2005 2:46 pm

I think there should just be a table below the list of all your missiles, and when you click on a missile, it gets plopped on the first section of the table. The table is basically a bar with as many segments as segments of time evenly spaced throughout the next turn, maybe ten spaces for example. Then I can drag my missiles around once I get them in there, to the proper order.

That way I can set up my turn to fire one daycorn at a fleeing enemy ship, and then at the end of the turn launch a plectron at a turret I will be aimed at.

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Bob Janova
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Post by Bob Janova » Thu Nov 24, 2005 6:48 pm

Well, I think there are only four firing opportunities per turn. But otherwise that's pretty much exactly what I had in mind, yes.

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Steve!
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Post by Steve! » Thu Nov 24, 2005 9:56 pm

I think it could simply be done without changing the graphics of the ship window at all. Missiles should be fired in the order you select them, but instead of selecting a missile you can click on a missile bay and it empties it, turning it into its reloading state for the turn(clicking again would nullify this). The order in which you select the missiles/empty bays determines the firing order.

Eg. I select a plectron, click a missile bay, click another missile bay and then select a daycorn.

The ship fires a plectron, waits, waits, then finishes with a daycorn.

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BoxZone_Author
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Post by BoxZone_Author » Thu Nov 24, 2005 10:40 pm

There are lots of ways to improve the realisim of the firing sequence but it would slow the game down and that would make it less fun (while also making it less frustrating).

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Legacy
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Post by Legacy » Mon Nov 28, 2005 4:44 pm

Order of click is best, and maybe have a number "1," "2," "3," and "4" superimposed over the missiles selected.

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Fusion_power
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Post by Fusion_power » Mon Nov 28, 2005 7:32 pm

This has been suggested numerous times. My suggestion is simple. When a missile is clicked, replace the missile bay icon with the missile. Then you can see the missile's position and launch sequence.

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