Originally posted by TCSTigersClaw
Can you do the same with missles? Torpedoes through WC games as well as the Flashpack ?What about the Target Disk in Prophecy ? Etc??
Well the missiles are already pretty much explained in the game documentation, but I may as well give it a go.
Missiles in WC appear to use chemical explosives with the exception of the Mace and the Target Disk, which are nuclear fission explosives, and the Leech, which is an EMP generator.
Dumbfires: These are just explosives with an engine--nothing complicated. The lack of a guidance computer means that there is more space for explosives, which is why dumbfires have a higher explosive yield than other missiles.
Heatseekers: An advanced version of 20th century heat-seeking missiles such as the Sidewinder. It locks onto the nearest heat source (generally an engine) and heads for it. If it loses lock, then it will lock onto the first heat source to enter its vision cone before its fuel runs out.
Image Recognition: Using sophisticated onboard software, the ImRec creates a 3D image of the target in its memory. This means that the ImRec must be spoofed via jamming rather than by a decoy heat source (decoys are assumed to include both a flare for heat and a jammer for gameplay purposes).
Friend or Foe: This missile is programmed with friendly IFF codes, and locks onto the nearest target broadcasting any signal NOT including those codes (it does not seem to lock onto inanimate objects such as "dead" ships or meteoroids that do not possess transmitters). This missile is extremely vulnerable to jamming due to its need to read IFF codes to ensure that it does not attack a friendly target.
Leech: An EMP generator that overloads the electrical systems of a targeted vessel upon impact. It can overload any fighter-sized craft, but most capital ships are too large to be affected.
Swarmer: Basically a salvo of ImRecs that lock onto the same target simultaneously.
Tracker: A pack of FF missiles bundled together with a booster engine, it splits apart, releasing the four FF missiles a few seconds after launch.
Dragonfly: Basically miniature rapid-fire Dumbfires.
Mosquito: Basically miniature rapid-fire FF missiles.
Mines: Basically just a bunch of explosives with proximity sensors to detonate them when anything gets too close. WC 1/2 mines sat in one place after being deployed, while WC3/4/P mines were more sophisticated, having small thrusters and IFF sensors to allow them to acquire and pursue targets. Even though they are too slow to overtake a target from behind, they can overtake slower-moving targets and can move themselves into the pathway of anything that comes nearby.
Torpedo: More than just an oversized ImRec, a torpedo has onboard software to analyze the modulation of a capital ship's phase shields so that it may penetrate them (Phase Shields are polarized, and their polarization changes in a pattern controlled by the ship's onboard computers--this is necessary because a ship must synchronize its OWN weapons with its shields, or it will not be able to shoot through them). The need to observe the shifting shield pattern as it goes through several cycles results in the relatively long lock time. During the Action Stations, WC2 and WCP time periods, only torpedoes could carry computers capable of doing this, but advances in electronics technology made it possible in WC and WC 3/4 for ordinary missiles to do this as well. This shows one of the arms races of WC--shields improve, which leads to a need for improved missiles, which leads to a need for improved shields, etc.
Mace: Essentially a big dumbfire that is mounted on a torpedo point, only it uses a small nuclear fission bomb instead of chemical explosives. It is powerful enough to destroy or heavily damage any craft within a small radius.
Target Disk (WCP): Basically a Mine carrying a nuclear fission bomb that attatches itself to a targeted object. The fission bomb was needed in WCP in order to boost the yield of the giant plasma cannon that was stolen from the Nephilim and mounted onto the Midway.
Flashpak: This device attatches itself to the target, and then causes the ship's internal atmosphere (or fuel, etc. if it is unmanned and has no atmosphere) to flash-ignite (probably using some high-energy fuel to start the fire). The Flashpak destroys a ship's interior, completely bypassing its armor.