New Weapons!

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
dodo black
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Re: New Weapons!

Post by dodo black »

yea but mini pod rockets shot like cannon
but i think to create a guided rockets
on short distance
rocket can fly like a mortal shell
homing rapid fire missiles can be good
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Olrox
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Re: New Weapons!

Post by Olrox »

the practical issue is that you'd need a missile guidance system for each missile. Apart from that, we've got the MRA (Mini-Rocket Artillery), but it's not continuous-firing. Probably the main explanation for it to be slower to reload than mortars, for example, is that there are more tubes to reload. I really don't know - I'm no artillery weapons specialist and I didn't do any research about that yet.
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Zarel
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Re: New Weapons!

Post by Zarel »

dodo black wrote:yea but mini pod rockets shot like cannon
but i think to create a guided rockets
on short distance
rocket can fly like a mortal shell
homing rapid fire missiles can be good
...what does this even mean?

How can homing rapid-fire missiles fly anything remotely like a mortar shell? If it flew like a mortar shell, it wouldn't be homing. o_O

Regardless, homing rapid-fire missiles are infeasible: Homing systems are expensive; they're not meant to be rapid-fired.
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Mysteryem
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Re: New Weapons!

Post by Mysteryem »

Zarel wrote:
dodo black wrote:yea but mini pod rockets shot like cannon
but i think to create a guided rockets
on short distance
rocket can fly like a mortal shell
homing rapid fire missiles can be good
...what does this even mean?

How can homing rapid-fire missiles fly anything remotely like a mortar shell? If it flew like a mortar shell, it wouldn't be homing. o_O

Regardless, homing rapid-fire missiles are infeasible: Homing systems are expensive; they're not meant to be rapid-fired.
Perhaps he's on about the fact that mortars can fly over walls and terrain, maybe he's after a 'smart' missile that can fly over obstacles. Then again, your last point stands.
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Zarel
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Re: New Weapons!

Post by Zarel »

Oh, yeah, like indirect-homing. I'm eventually going to make Seraph and Archie like that, but nope, no fast-reload weapons like that.
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Olrox
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Re: New Weapons!

Post by Olrox »

doesn't MRA fire over obstacles when assigned to sensors? Even when not assigned they shoot describing a parabolic trajectory.

Anyway, even though it's not quite important, let's keep it clear that according to the military classification, rockets are essentially unguided, engine-powered munitions, and missiles are guided, engine-powered munitions. The propulsion of a missile may be called rocket propulsion technically.

Guided mortar shells are unpowered guided munitions, that is, they rely on the explosion of the propellant inside the barrel to travel. After that, they rely on various guidance mechanisms, such as laser (the bomb recognizes the targetting laser frequency and encryption ad compensates the trajectory).

What your are proposing is a continuously-firing missile battery, because it's rocket-propelled and has guidance systems.

The main problem so far is that the missiles shouldn't be small, because the guidance system takes internal space, reducing the size of the warhead as you can't make it too heavy, otherwise it'd have small ranges, and as Zarel pointed out, effective quidance systems are expensive, so it isn't worthy making missiles with small warheads.

After all, if we want homing indirect firing weapons, it shouldn't be small, and therefore shouldn't be rapid firing.
If we want rapid, indirect firing weapons we should make it unguided, I think. That is, if we really want something apart from guided bombs (later mortar shells). Those last have the advantage of being fully propelled at the barrel (therefore need no engine), which is good regarding to the ammount of explosives there could be on the weapon.

After saying all that, I reveal my true question: What are the advantages of having continuous firing, rocket-propelled, indirect firing weapons? They shouldn't be homing. Would they be more effective against tanks (due to special warheads, such as HESH ones)?
dodo black
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Re: New Weapons!

Post by dodo black »

yea dude you have right.
how about too create a electric technology
i mean like from red alert testla guns
new type of weapons based on electric?
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mynameismethos
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Re: New Weapons!

Post by mynameismethos »

yeah that could be cool but i have a suggestion but it has to do with the sensors. like a proximity sensor that acts like a radar and estimates how much far an enemy unit is to yours. or from your base in case of security or to attack it.for a better accuracy on the batteries
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Zarel
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Re: New Weapons!

Post by Zarel »

mynameismethos wrote:yeah that could be cool but i have a suggestion but it has to do with the sensors. like a proximity sensor that acts like a radar and estimates how much far an enemy unit is to yours. or from your base in case of security or to attack it.for a better accuracy on the batteries
...what? English, please. Feel free to write in your native language if your English isn't good enough.
KukY
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Re: New Weapons!

Post by KukY »

I think he means on sensor that would just increase accuracy of all friendly weapons in range.
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mynameismethos
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Re: New Weapons!

Post by mynameismethos »

13KukYNexus666 wrote:I think he means on sensor that would just increase accuracy of all friendly weapons in range.
yeah thats what i mean :D
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SCAVANGER
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Re: New Weapons!

Post by SCAVANGER »

new weapons what about a missile for air targets and ground targets i dont know if this exist in the game a nuclear missile silo you know this can be like the ones used by the nexus in the campaign i know there is the lassat but just one??? the damage is great but the time to reload is too long in that case why we can only construct 3 silos another thats all for now that i have in mind
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KukY
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Re: New Weapons!

Post by KukY »

SCAVANGER wrote:new weapons what about a missile for air targets and ground targets i dont know if this exist in the game a nuclear missile silo you know this can be like the ones used by the nexus in the campaign i know there is the lassat but just one??? the damage is great but the time to reload is too long in that case why we can only construct 3 silos another thats all for now that i have in mind
After I got a headache trying to understand what you wrote,my anwsers:
Missile fortress can shoot at both air and ground.

Use a mod that either decreases reload time or increases limit for it.
Use these(Both made by me): You can use both at same time.
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SCAVANGER
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Re: New Weapons!

Post by SCAVANGER »

thanks for the mods!!!! :)
lo siento yo no hablo ingles disculpen mis errores

wz2100 lo juego desde que tengo 9 años XD (en la playstation 1)
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Re: New Weapons!

Post by Assault Gunner »

No. Even "little" nukes would wipe the entire map clean. There is a reason nukes are not an item the player can use.
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