The kinetic damage of these missiles is their damaging factor, Why not let the velocity of these missiles determine their damage upon impact. Also there would be no explosion on impact, possibly sparks, then the latter explosion of the ship.
They would be rewarding for aggressive players flying head on into the fight by causing more/ critical damage if the missile and target are moving full speed at each other, and with no explosion makes it safer for the player that launched it in close quarters. A positive velocity on launch will also affect the initial velocity of the missiles.
The velocity and movement of the missiles should be higher too, as these would have to be more accurate.
To prevent them being O.P. they could have a slower acceleration so their damage increased gradually over range.
Standard missiles should have a proximity fuse, so they deal some damage over missing completely, especially in the case of non-guiding.
EM Missiles could have a larger radius, but lowest manoeuvrability, without affecting speed.
just to diversify each style of missile a little more than they currently are.
Standard missiles should have a proximity fuse, so they deal some damage over missing completely, especially in the case of non-guiding.
I know real world use / behavior / physics doesn’t always translate into fun, exciting and fair gameplay, but in reality 90% of missiles used do not have to directly impact a figher jet to shoot it down- in fact exploding within 50 meters / 150 feet (depending on the blast radius of the warhead) is enough to take down even the most modern of jet aircraft as the shockwave itself creates aerodynamic instability also shrapnel usually damages flight control surfaces making the craft further unstable to fly, or damage delicate avionics and fly by wire systems resulting in a ‘no recover’ scenario where the pilots only option is to eject.
Now for Star Conflict a missile should have time delay proximity fuses, when a missile is within 100 meters of the locked target the warhead arms- even if the missile overshoots (barely) or flares are popped the missile still explodes and hopefully your target is within the blast radius. This more accurately is how current generation guided missiles behave and even if the missile doesn’t do a direct impact, some of the damage from the blast (which lessens farther from the origin of detonation) still affects your target. Missiles that are avoided via countermeasures outside the proximity range are affected as normal, and veer off course.
To counter missiles from being useful in very tight dog fights the missile must be shot at least 800 meters or so away from your locked target before the proximity fuse can activate, that way if your sub 1000 meters in a very close proximity dog fight your best option is rockets.