{"action":"created","issue":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1939","repository_url":"https://api.github.com/repos/endless-sky/endless-sky","labels_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1939/labels{/name}","comments_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1939/comments","events_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1939/events","html_url":"https://github.com/endless-sky/endless-sky/issues/1939","id":197939368,"number":1939,"title":"Fighters and Missiles","user":{"login":"gchapyzh","id":8764280,"avatar_url":"https://avatars.githubusercontent.com/u/8764280?v=3","gravatar_id":"","url":"https://api.github.com/users/gchapyzh","html_url":"https://github.com/gchapyzh","followers_url":"https://api.github.com/users/gchapyzh/followers","following_url":"https://api.github.com/users/gchapyzh/following{/other_user}","gists_url":"https://api.github.com/users/gchapyzh/gists{/gist_id}","starred_url":"https://api.github.com/users/gchapyzh/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/gchapyzh/subscriptions","organizations_url":"https://api.github.com/users/gchapyzh/orgs","repos_url":"https://api.github.com/users/gchapyzh/repos","events_url":"https://api.github.com/users/gchapyzh/events{/privacy}","received_events_url":"https://api.github.com/users/gchapyzh/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":11,"created_at":"2016-12-29T01:20:42Z","updated_at":"2016-12-31T17:14:07Z","closed_at":null,"body":"_Over the past few months I have been compiling this assembly of thoughts, things I think need to be changed or added. Feel free to address these ideas individually. Or insult the whole list in general._\r\n\r\n**1.1 [Missile Turrets](http://preview.turbosquid.com/Preview/2014/05/21__07_27_49/MissileTurret00b.jpg7db60eba-e707-4d3b-9c3d-c208933fdf7fOriginal.jpg):** This has been said previously, but as I can't quite understand why they are not in the game quite yet. As a Rocket or a Javelin is a direct firing weapon, it's only logical for them to have a rotating version for capital ships. A Quad-Javelin would go well with the Plasma Turret logic, where ships have a smaller number of larger sized weapons. A Quad-Javelin would also be fatal to any slow ship with insufficient PD.\r\n\r\n**1.2 Torpedo Turret:** On a separate note, why not make a Torpedo turret - a Javelin pod on steroids, slower firing, with more survivability and damage. If you're not paying attention, this is something that will kill your big, slow ship, unless you have the PD to counter it.\r\n\r\n**1.3 FF Missiles:** Fire and Forget missiles, for those of you who don't know. Something desperately needed in fleet battles I think. In a target rich environment, I would like to have ships that can plow through the battle at great speed, spewing FFs at all hostiles in the system. This way I can still dash out DPS without having to spam R. An upgraded version of the FF could be smart enough to optimize targets. Since your won't need a lock to hit a target, you could be dueling a ship with your turrets, while firing off FFs against other smaller ships or fighters, or you could simply spew munitions at a swarm of hostiles chasing you, without the need to turn and get distracted from maneuvering. \r\n\r\n\r\n_Missiles are somewhat of a human weapon in my mind, with most other races focusing on beams or projectile weapons. Hai and Wanderers may use missiles, but they have one type, and its radically different from anything humans have. As a clearly human weapon, I think it should be further expanded on. When a quarg fire on you with beams, humans return fire with overwhelming waves of Javelins, Torpedos, Missiles and Rockets._\r\n\r\n\r\n**2.1 Fighters Suck:** They are far too easy to kill, and I think that's the number one issue with them. This is how I see this issue being fixed, and this is a mix of everything that has previously been said -\r\n\r\nHave Turrets take time to rotate. A fighter circling around you at close range would be something you should have trouble taking down, unless you have turrets specifically for killing fighters ( another use for PD perhaps?). Secondly, make fighters and drones an exclusion to other ships, in a way where munitions and beams miss them if it was not fired when the fighter is locked. That way, in a duel between two Carriers, Fighters can fight it out between the two carriers without getting shredded by capital fire intended from one carrier to the other.\r\n\r\nThis way, you will _need_ fighters, if only to counter other fighters. In a scenario where a carrier is faced with a more powerful ship, but one without fighters, the second ship would need choose whether to focus on picking off fighters, something is would have trouble doing due to slow turret and ship rotation speed, or it would have to focus on the carrier, while the fighters slowly chew away at it undisturbed.\r\n\r\n**2.2 Circling FIghters:** I have taken a great liking to the Flycatcher Wanderer drones ( that I have on the carrier I captured from the Alfas in Hope ). The Flycatcher has enough space to handle a quad blaster turret, and the firepower put out by six of them is quite pleasing. Mainly it interests me that the drone does not have to be facing the hostile to shoot it, allowing the drone to run circles around it.\r\n\r\nIn a world where turrets take time to rotate, fighters would almost certainly need to keep moving to survive beam weapons. That demands fighters that can do what Flycatchers can - shoot in all directions. A Barb can do just that, but is lacks speed severely.\r\n\r\nFighters with forward weapons would need a different sort of weapons - either a fighter class missile, or a weapon that can unload a lot of firepower in a short burst, and then reload while the fighter moves.\r\n\r\n_I could go on, but this just about describes my two greatest wished for this game. I would appreciate all and any input on these topics._"},"comment":{"url":"https://api.github.com/repos/endless-sky/endless-sky/issues/comments/269874012","html_url":"https://github.com/endless-sky/endless-sky/issues/1939#issuecomment-269874012","issue_url":"https://api.github.com/repos/endless-sky/endless-sky/issues/1939","id":269874012,"user":{"login":"VonZorch","id":16924073,"avatar_url":"https://avatars.githubusercontent.com/u/16924073?v=3","gravatar_id":"","url":"https://api.github.com/users/VonZorch","html_url":"https://github.com/VonZorch","followers_url":"https://api.github.com/users/VonZorch/followers","following_url":"https://api.github.com/users/VonZorch/following{/other_user}","gists_url":"https://api.github.com/users/VonZorch/gists{/gist_id}","starred_url":"https://api.github.com/users/VonZorch/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/VonZorch/subscriptions","organizations_url":"https://api.github.com/users/VonZorch/orgs","repos_url":"https://api.github.com/users/VonZorch/repos","events_url":"https://api.github.com/users/VonZorch/events{/privacy}","received_events_url":"https://api.github.com/users/VonZorch/received_events","type":"User","site_admin":false},"created_at":"2016-12-31T17:14:07Z","updated_at":"2016-12-31T17:14:07Z","body":"I'm currently working the other end of the fighter problem, making them more dangerous.  It involves low capacity high fire rate missile launchers.  It would require adding more gunports to fighters and interceptors, or external hardpoints.  Ideally fighters could reload on their carrier, but that would require code changes."}}
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