Why do ships never miss?

Why do ships never miss?

 

It's really annoying when out of 100 shots, all 100 hit the target. It doesn't look realistic.

 

It's annoying. Planets fly in orbits. Make shots realistic.

5,760 views 9 replies
Reply #1 Top

You make it sound like a simple thing. This would be a deep gameplay mechanic in of itself and take a tonne of work to get up and running. You'd have to create a rule and variable system i.e., define the things which affect and influence accuracy.

TEC would be at an immediate disadvantage using predominantly projectile based weaponry, compared to the other factions' energy weaponry hit scan type setup.

You're saying it's annoying because to you it isn't realistic but you're talking about that in the context of a spaceship game with FTL travel, aliens, telepaths etc. If you can suspend your disbelief for all that can't you at least agree that with such advanced technology and targeting system, ordnance always hits its intended target?

Reply #2 Top

Well, they did make realistic planetary orbital movements, didn't they?

Why can't they develop the idea of ​​accuracy?

 

You can add a percentage of accuracy and then improve it with research. The balance of the races can be adjusted. What I'm trying to say is that 100% hits are too unrealistic for me as a fan of space battles.

Reply #4 Top

I understand where you’re coming from, but the balance between the factions isn’t the same as Star Wars. In Star Wars both the Empire and the RA use predominantly the same technologies. The factions in SoaSE don’t.

A beam laser is very unlikely to miss because it travels at light speed. So even targets thousands of kilometres distant are going to get “hit” by the weapon discharge in well under a second. In SW turbolasers and blasters don’t follow scientific principles of laser properties because they’re effectively treated and behave like projectile weapons. Therefore, if anything, elements of SoaSE are more realistic in that sense because an energy weapon is more likely to behave as shown currently in terms of not missing its target.

I am not saying it is not possible to create a system of accuracy; I’m saying that it is not a trivial thing. It would require a complete top to bottom overhaul and balancing for it to work properly because it would directly affect things like DPS and make them variable depending other factors.

Reply #5 Top

Keep in mind that things like Mass Effect already addressed your complaint in their lore, which is in that case grounded in real-life theory. Namely, firing solutions. Physical weapons don't lose momentum in the vacuum of space, till they hit something or unless they get slowed down by things like gravitational pull. That's why you rely on targeting solutions (which are complex pattern calculations) to ensure you hit something intentionally. Otherwise you might wreck something you never intended to wreck.

That's why the weapons will hit - gunners have reason to check what they're doing (as far as TEC goes, I believe they're using VIs or AIs for such combat functions, and I think the same goes to the Vasari. Advent use the processing power of their Unity).

Adding an accuracy buff/debuff would be the one to incur disbelief, besides balance reasons against it.

Reply #6 Top

I guess that accuracy is implemented in missiles mechanic. Some of missiles get destryed before hitting target and some are not. Corvets also can avoid direct shots. Rest of ships and classes are too big to avoid damage coz they are to big and targeting seestems are to good. But still i guess vasari titan can avoid direct hits by it's micro phasejump ability. This is from logic porspective... From balance... You will ned to provide each ship with evasion value and every weapon with hit chance. So with this i guess You will haave to build frigates for example to be more accurate. But in empire at war You did't have area of effect skills on ships. Boba Fett did, dou You remeber what he manage to do with all Your fighters and bomber with Your seismic bomb?)  But in sins 2 there are a lot of ships with area of effect skils so Your frigates will be killed in an instant. So... You will loose thefight coz some annoying titan distroyed all Your accurate ships with a single skill shot. So it's not just about adding accuracy to weapon. What shold be classification based on? Weapon type? So all pulse guns and medium turrets should be low damage and accurate now? Or maybe based on ship size? Why then fixet weapon on a frigate is more accurate then gimballed weapon of the same type on capital ship? So i don't imagine how hard it will be to implemet accuracy mechanics for all the ships and weapons, how much time will it take and actually what is the meaning of this)

Reply #7 Top

I'm not talking about balance. The developers will tweak the balance. Petroglyph Games did it in 2006.

I'm talking about visual effects.

Reply #8 Top

The evasion system is meaningless in front of the map cannon, purely wasting the designer's brain cells

Reply #9 Top

What in the chatgpt is this thread?

The tutorial explains that shooters can miss fast moving targets. It's already there.