![]() |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
So at range 1, if I fit ECM to my ship the enemies chance of hitting me is 0.8 times what it was...(80% / 100% ) At range 5 the enemies chance of hitting me is 0.8 times what it was... (48% / 60% ) At range X ... and so on. You see the result as different because you are subtracting the percentages, and I think that is incorrect. Quote:
Quote:
Quote:
Agreeing to disagree on the additive modifiers then, what about 'to hit' charts? Base chance to hit depends on range _and_ weapon, all modifiers to that based on (multiplicative/additive) maths. I'd be interested in your views on that, because whether you add or multiply there is a huge 'edge effect' at maximum range with standard 10% penalty per square. Rigelian |
Re: SE5, Tell Aaron what\'s on your Wish List
An API for reading game files and producing .plr files.
There are times when I'm travelling that I wish I could create a turn from a web browser on a public machine. The interface could be fairly simple, just showing the incoming Messages, what my previous orders were and options to edit the orders. It would be a bit clumsy, especially for dealing with a battle situation, but better than not playing at all. Also, I saw a request 5 pages back for lists that remember their position. This would be nice and, I imagine, fairly simple to implement. |
Re: SE5, Tell Aaron what\'s on your Wish List
A list of spotted enemy ships, a way to remember their positions.
i e a foreign ship log, so that you can quickly see incursions and the way they are going. |
Re: SE5, Tell Aaron what\'s on your Wish List
I'm not terribly fond on how planets are arranged on the system maps.
It would be nice if the planets were in a more natural arrangement with each planet having its own elliptical orbit around the star(s) which would be updated each turn. The equations for an elliptical orbit with gravitational effects are not complex if done on a 2d plane. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Quote:
Quote:
Quote:
Quote:
Overall, the additive system allows for much more flexibility and customization, with much less work involved in getting things balanced properly. Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
You know, I find all these abstruse arguments about the proper way to factor ECM and sensors to be much less interesting than the idea of having several different types or categories of sensors and ECM just like cloaking. So you can be really good at one or a few but not necessarily good at ALL of them. Look at what we have today -- Radar (radio wavelengths), microwave (near visible light but not quite), visible light (laser/lidar)... they all behave differently and have their advantages/disadvantages. Maybe there's an advantage to x-ray sensors? Countermeasures for each would be very different, of course. I'm sure that nebulae would have different effects on these various types of sensors, too. That would be a good way to make the game more interesting.
Decoys and chaff would be nice, too. I hope we can get MM to include those in SE V combat. [ March 08, 2003, 19:29: Message edited by: Baron Munchausen ] |
Re: SE5, Tell Aaron what\'s on your Wish List
P&N PBW has different types of CS and ECM that add together. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: SE5, Tell Aaron what\'s on your Wish List
P&N has differently named components in different tech fields that use the same ECM and sensor values. If they were different they wouldn't stack.
MM has to change the hard code to allow different types of combat sensors and ECM. |
Re: SE5, Tell Aaron what\'s on your Wish List
Actually, they are in the same tech field, just different families. http://forum.shrapnelgames.com/images/icons/icon7.gif
Your proposed system just gets unnecassarily complicated, with little (if any) real benefit. http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 08, 2003, 19:49: Message edited by: Imperator Fyron ] |
All times are GMT -4. The time now is 08:20 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.