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Re: kamikaze ships
I'm wondering if the fix might be to not allow this to occur in Tactical. At least then it would be consistant.
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Re: kamikaze ships
When I answered, I was speaking for simultaneous play. I hadn't considered the other mode since I never play it any longer. http://forum.shrapnelgames.com/images/icons/icon12.gif
And, good luck with getting your ships to work at max range consistantly. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: kamikaze ships
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PvK |
Re: kamikaze ships
SD+ID to not get rammed... how about SD+ID on the ramming side? Did that with an organic race.. (ouch)
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Re: kamikaze ships
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[ December 23, 2003, 23:54: Message edited by: Parasite ] |
Re: kamikaze ships
realism-wise it makes sense - the satellite cant dodge away like a fighter would, and its mass would do little damage against the ship. Game-wise however fighter stacks are considered one single mass -- err, 10000kT damage worth hurts
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Re: kamikaze ships
No, people. The problem with ramming satellites is that in SE4, the game puts all satellites in one place, where they can be rammed all at once. Even if one accepts that this is a reasonable abstraction, it still makes zero sense to allow ships to ram all of them at once. If it required one movement point to ram each satellite (or, for the ship to stop, or a limit of one ram per turn), then I wouldn't have much problem with it, but ramming all of the satellites the enemy can deploy, all at once, is just nonsense, just like ramming an entire squadron of fighters with a less-maneuverable ship that's smaller than the fighters would be spread out, is.
PvK [ December 24, 2003, 17:44: Message edited by: PvK ] |
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