Comments

NeerajA's picture

Interesting! So you're expecting a middle phase between wire-guided and active, where the torpedo is effectively guided by the last known course and speed of the target? Presumably post-MVP you could select from search-pattern options that the torp would follow in this phase? The option could be selected in anticipation of the target's likely behaviour.

For MVP how detailed do we expect to get about the location, scale and type of damage at the target? Or is it more just whether or not there's a "hit"? 

The system currently has the ability to return which vessel plane is facing (ie port/staboard, aft/forward, dorsal/ventral) depending on your vector and bearing and the target's heading, so you could make basic system-damage calculations based on that. For example if the torp hit the forward/port/dorsal planeyou would know which systems are located under that plane and select one or more for damage?

Slydev's picture

Matt can give more of an insight on this part, but the torpedos onboard EMDAR is not good enough to work at a large radius without the wire so they are blindly trying to reach a destination. Having to select a profile for the targets likely movements is interesting but I guess it all comes down to the radius we choose for the torpedos EMDAR to kick in, if it is a large enough range the target would have to move quite interestingly to avoid the torpedo (not to mention it wont be able to detect it till its EMDAR kicks in). I really feel we will need more data on this to decide the best way forward and will be tweaking these values a lot.

For MVP damage we want it to be as simple as possible as we want to get hunter killer up and see if the whole system needs to be changed/scrapped/modified. The less depth we get into the easier it will be to change when we get more data on how users interact with it all. The first phase of this system is going to quite boringly be 1 hit = 1 life, after that we will look at building a damage layer for the ships and then a systems damage layer around the last phase using what you described.

There are a lot of things I would love to do but in the interest of a true MVP we should keep it all as simple as possible I think for now.

mattm's picture

To clarify, the overall "MVP" is ready to go - that includes impulse navigation (to fly the ship) and EMDAR (to locate other ships) so that we can do hunt/kill sims. Under this current capability, the sim ends when the first team acheives an EMDAR track on their opponent.

The torpedo capability will be added to this in due course, so that the sims will end when a team fires a torpedo and scores a hit. In keeping with the agile approach we're taking, the torpedo capbility will be it's own MVP - as Slydev sates, it will be pretty simple to start with. We'll then keep adding capability to it to make the sims more and more realistic.

NeerajA's picture

I can see there'd be some significant tactical decisions to be made around launch speed, when to cut the wire, etc