Legix
Inactive Member
Honestly, I think the biggest reason missiles are also getting flak and been so questionable because of two things.
The rate of fire of missiles is lower, certainly, but if they can't be countered despite high rate of fire point defenses due to "being too smart" for point defense? They might as well be critical strike bombs. The system makes any missile/torpedo system fairly strong at equal tiers, which means if they can't be countered then they're catastrophic damage for absolutely little risk. It's why Arieg's missile boats, for example, have come under attack more than anything. Not for using missiles, but because he's suggested and argued the ability to even respond. The ship can fire from so far away, but its missiles have no issue bypassing a ship's defense grid. Another thing to consider is that rate of fire missile systems exist. Micro/mini-missile packets would comprise a high rate-of-fire missile-based system.
Again, this is why I think the missile discussion hasn't been fruitful or very easy to solve. It's not as much in relation to the fact the NTSE have been doing a bad job on it, but that there's people who are abusing the fact of some weapon types inherently and arguing them to be hard/impossible to defeat with hard counters. And this leads us to the root of the issue presented: the mentality of how to handle submissions has led some people to always maximizing their efforts while sometimes even further meta-gaming their packed systems to be hard/impossible to ICly handle.
So, like @Fred said: it wasn't too much of a derail. A good thing to note is that if we enforce a harder standard and theme capability, we can easily amend/add on rules and discussions to see if we need further discussion. But I think the fixes we've presented here have a possibility to simply cure the issues like the missile dilemma on its own.
TLDR: Missiles could end up working themselves out as we focus on handling the NTSE reformation and the various other potential solutions posed earlier. They were on topic, in a sense, but this isn't the place for discussing them.
- People wanting to make them very fast and hard to counter.
- People trying to make them harder to handle or "pop" with point defense.
The rate of fire of missiles is lower, certainly, but if they can't be countered despite high rate of fire point defenses due to "being too smart" for point defense? They might as well be critical strike bombs. The system makes any missile/torpedo system fairly strong at equal tiers, which means if they can't be countered then they're catastrophic damage for absolutely little risk. It's why Arieg's missile boats, for example, have come under attack more than anything. Not for using missiles, but because he's suggested and argued the ability to even respond. The ship can fire from so far away, but its missiles have no issue bypassing a ship's defense grid. Another thing to consider is that rate of fire missile systems exist. Micro/mini-missile packets would comprise a high rate-of-fire missile-based system.
Again, this is why I think the missile discussion hasn't been fruitful or very easy to solve. It's not as much in relation to the fact the NTSE have been doing a bad job on it, but that there's people who are abusing the fact of some weapon types inherently and arguing them to be hard/impossible to defeat with hard counters. And this leads us to the root of the issue presented: the mentality of how to handle submissions has led some people to always maximizing their efforts while sometimes even further meta-gaming their packed systems to be hard/impossible to ICly handle.
So, like @Fred said: it wasn't too much of a derail. A good thing to note is that if we enforce a harder standard and theme capability, we can easily amend/add on rules and discussions to see if we need further discussion. But I think the fixes we've presented here have a possibility to simply cure the issues like the missile dilemma on its own.
TLDR: Missiles could end up working themselves out as we focus on handling the NTSE reformation and the various other potential solutions posed earlier. They were on topic, in a sense, but this isn't the place for discussing them.
I think he's like me, of the mindset that the mobile client is a real pain to work with. I think I still haven't logged my phone in.To see WIP articles, log in to the wiki.