Missile Prices

Golan2072

Cosmic Mongoose
I noticed that basic missiles in the current HG2 draft cost Cr250,000 each - 10 times the cost in CT (or in MGT1?). Is there a reason for this? This will make missiles far rarer in use, especially civilian use. Cr25,000 seems more reasonable.
 
Is that price per ton (ie.e 12), or per missile? I don't have my copy handy at the moment to look at that.

Old edition missiles did seem kinda cheap. This certainly puts missiles more into the military category (cost is no object!). So civilians having missiles is a luxury.
 
Golan2072 said:
I noticed that basic missiles in the current HG2 draft cost Cr250,000 each - 10 times the cost in CT (or in MGT1?). Is there a reason for this? This will make missiles far rarer in use, especially civilian use. Cr25,000 seems more reasonable.

The older missiles were fairly ineffective against larger ships...the newer ones pack more punch...making them a more lethal weapon...so at this point it's a case of paying for the punch.

Basically your going from a sidewinder type missile with a limited warhead, that's only useful in large salvos, or against lightly armored craft....up to a anti-ship missile capable of inflicting serious hurt on a starship.

also you paying for the fact Missiles have a relatively low power drain..so you can get away with a smaller cheaper reactor.

I also think the price change is to make the choice between the short term benefit, vs the long term costs harder to make.......Okay I can cram a missile launcher in there, dedicate a ton to ammo.and i can still get by with the reactor I have...but I have to pay for missiles...lasers ar cheaper and I don't have to pay for ammo...but they take more power ,and don't hit as hard.....ugh.....
 
wbnc said:
Golan2072 said:
I noticed that basic missiles in the current HG2 draft cost Cr250,000 each - 10 times the cost in CT (or in MGT1?). Is there a reason for this? This will make missiles far rarer in use, especially civilian use. Cr25,000 seems more reasonable.

The older missiles were fairly ineffective against larger ships...the newer ones pack more punch...making them a more lethal weapon...so at this point it's a case of paying for the punch.

Basically your going from a sidewinder type missile with a limited warhead, that's only useful in large salvos, or against lightly armored craft....up to a anti-ship missile capable of inflicting serious hurt on a starship.

also you paying for the fact Missiles have a relatively low power drain..so you can get away with a smaller cheaper reactor.

I also think the price change is to make the choice between the short term benefit, vs the long term costs harder to make.......Okay I can cram a missile launcher in there, dedicate a ton to ammo.and i can still get by with the reactor I have...but I have to pay for missiles...lasers ar cheaper and I don't have to pay for ammo...but they take more power ,and don't hit as hard.....ugh.....
Keep in mind your initial 12 missiles are loaded on your turret so if you allocate 1 ton to ammunition you've got 24 missiles.

At least from the description of Missile weapons it seems to be able to hold some of them ready for fire.
 
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