Missile prices need to increase

Missile prices need to increase to about 40k per non Dumbfire missile. Also firing a single full salvo of missiles of any type from ONE launcher will take the ship into heat critical range immediately, auto ejecting heat sinks until temps is in normal range again.

Firing one or more salvos or rapid fire will destruct the ship and any missiles fired will be come non guided.

Heatseekers or any guided type need to cost 40k a piece or more depending on tier level, a rack of 6 tier 1 costing 240k.

Dumbfire, non guided could cost 5k a piece.

Missile boats will get out of hand very fast. Since this is testing, the new prices need to be tested.....and this needs to be addressed.
 
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I agree with the OP, kind of. I think guided missiles should be terribly expensive.
'Dumb missiles,' or basically rockets, should be half-way reasonably priced and difficult to connect with.

However:

I'm sorry to hear you died to missiles.


lulz
 
Their cost seems about right to me at the moment.

They make a good 'insurance' policy for traders carrying expensive cargo, but not something you can afford to fire off willy nilly.

Are you sure you didn't just run into someone who has a stockpile of funds from PB1 exploits?

Besides, cost is never an effective method of balancing weapons, there will always be those that can 'afford' to grief.
 
The problem the OP has is exactly the reason why I feel MP often spoils good single player / co-op games..... I am not saying he maybe does not have a point, facing a bunch of missiles does seem to be pretty much a death sentence so I can see why he would want them a use at last resort item.

BUT

In Elite once you got your iron ass you were the deadiest ship in the universe.

This didnt matter and indeed was what most of us aimed for, no one cares if the AI feel hard done by!!!. Generally you fired a missle and unless you were unlucky it WAS a 1 hit 1 kill

However, in a multiplayer game this simply does not work, it is all about balance, nerfs etc etc and to be honest in some ways this is a shame.

It has to be this way otherwise the game would be even harder for noobs than it is now, but you end up with a scenario where any weapons which ARE actually really damn powerful end up being nerfed, or so insanely expensive that most would be afraid to use them.***

I know I am not in the majority (though I suspect I am in less of a minority than in other games) but I feel us solo commanders have lost a lot in EDs move over to multiplayer.

The funny thing is, the hardcore PvPers generally seem not to be happy either.

***I guess it also slows down development a hell of a lot as well as devs try to not unbalance the game with any new vehicles.

edit.

OK post coffee... I went off on one a bit there, sorry. Work phoned me at bloody 2am this morning, so I am exhausted and not thinking straight :)
 
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Missile prices need to increase to about 40k per non Dumbfire missile. Also firing a single full salvo of missiles of any type from ONE launcher will take the ship into heat critical range immediately, auto ejecting heat sinks until temps is in normal range again.

Firing one or more salvos or rapid fire will destruct the ship and any missiles fired will be come non guided.

Heatseekers or any guided type need to cost 40k a piece or more depending on tier level, a rack of 6 tier 1 costing 240k.

Dumbfire, non guided could cost 5k a piece.

Missile boats will get out of hand very fast. Since this is testing, the new prices need to be tested.....and this needs to be addressed.

I agree with this. Mass firing missiles is not dogfighting. It's not even cost-effective. But during beta while exploits are still being found and fixed, they'll be abused.
 
I'm sorry to hear you died to missiles.

Don't be foolish and assume I died to anything. The only thing that has killed me to date are npc's when I test differing load outs. Not a single player can claim my hide as a kill and that's a fact because my name in game is the same as out, though I have aced quite a few griefers when they needed it. :)

My post is in response to a player getting killed by a missile boat, having witnessed one and seeing several on youtube.

Missile boats need to reigned in before they become the norm, we cant let things like this get past the test phase and into the game. :D
 
This actual game is quite difficult to understand and I don't like all those "balance" threads.

Fact is, in this PB, we have few ships available, from the starter to the latest.

Increase missile costs ? I also found them quite costly on the start of the game.

And this is I think the issue we have at the moment... Progression is HUGE.

You start with difficulty to make some thousands of credits with your sidewinder.

Once you put lot of hours, thousands are made in minutes litterally. So of course, balancing cost of things is hard. Should we make the make them affordable for the beginning, or even "high priced" for fortunate "endgame" player ?

Everything about balance so far has never got this question up. don't forget, there is HUGE progression in cash flow. So things will be hard or easy for one or another side of the equation.
 
Remember that we still haven't seen the countermeasures implemented (disregarding the heat sink). When they go in this will change since firing off a whole bunch of missiles might be completely wasted if countered correctly.

I think the relative prices are ok, but they will off course change further down the line whe we approach release. Everything will most likely become more expensive then.
 
Remember that we still haven't seen the countermeasures implemented (disregarding the heat sink).

I think the 2nd or 3rd single player scenario has a chaff dispenser. I think that is new? I had a few minutes with it earlier in the week.
 
This actual game is quite difficult to understand and I don't like all those "balance" threads.

Fact is, in this PB, we have few ships available, from the starter to the latest.

Increase missile costs ? I also found them quite costly on the start of the game.

And this is I think the issue we have at the moment... Progression is HUGE.

You start with difficulty to make some thousands of credits with your sidewinder.

Once you put lot of hours, thousands are made in minutes litterally. So of course, balancing cost of things is hard. Should we make the make them affordable for the beginning, or even "high priced" for fortunate "endgame" player ?

Everything about balance so far has never got this question up. don't forget, there is HUGE progression in cash flow. So things will be hard or easy for one or another side of the equation.

I agree with this, thy will either but too expensive or too cheap to either side and it's finding the right balance.
 
I imagine there will be some kind of ECM system implemented at launch, I wouldn't worry 2 much about missile's been OP atm, FD aren't stupid, they will balance it all correctly :)
 
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