.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   SEV early game battle strategy vs. SEIV (http://forum.shrapnelgames.com/showthread.php?t=30406)

StarShadow September 21st, 2006 10:10 PM

Re: SEV early game battle strategy vs. SEIV
 
Because you can put Massive Mounts on a Baseship?

Glyn September 22nd, 2006 12:29 PM

Re: SEV early game battle strategy vs. SEIV
 
Just need some Concrete Armor components for weapon platform.

tmcc September 22nd, 2006 02:45 PM

Re: SEV early game battle strategy vs. SEIV
 
I agree that any ship should be able to hit a planet but the real question is can it hit a dug in and camouflaged gun emplacement or missile battery. Remember how hard it was to take out a few Scuds in the desert. They used basic camouflage techniques like nets and buildings against the best satellite imagery, IR detection and millimeter wave radars. Not quite as easy as just hitting the Earth. I don't know how to implement in the game but the real issue is detection. Once a static emplacement is detected it should be fairly easy to hit, baring ECM or other targeting disruption. This should give at least the first shot to the WPs

In general military terms it takes a minimum 3x advantage to take on a dug in enemy and that ratio will result in significant casualties on the attacking side. I am assuming that any militarily competent race will dig in, harden and hide it's WPs.

Basically I think that defenses in SEV are too weak. This was a problem when SEIV first came out as well and was later corrected for the most part.

TM

tmcc September 22nd, 2006 06:59 PM

Re: SEV early game battle strategy vs. SEIV
 
Does sound like a bug in the weapon allocation routine. It should only assign a 150% overkill as a default, and this should be adjustable, not 100 missiles at one frigate

TM

StarShadow September 22nd, 2006 07:13 PM

Re: SEV early game battle strategy vs. SEIV
 
AFAIK, it is adjustable, in Settings.txt

This section:

Estimated Targeting Damage Percent for Torpedo Weapon := 50
Estimated Targeting Damage Percent for Directed Torpedo Weapon := 50
Estimated Targeting Damage Percent for Beam Weapon := 50
Estimated Targeting Damage Percent for Bolt Weapon := 50

AngleWyrm September 27th, 2006 10:07 AM

Re: SEV early game battle strategy vs. SEIV
 
One possible difference: Are Overkills being computed once per target or once per targetting ship?

If fire allocation can be done on a more global basis, rather than an individual shooter basis, then better performance will result.

With this in mind, here's an interesting idea for a useful technology: Have "Target Linking" that allows several ships to make Overkill calculations as a group.

Phoenix-D September 27th, 2006 10:55 AM

Re: SEV early game battle strategy vs. SEIV
 
Its adjustable, but the problem is the targetting AI sees "ok, only one target in range, might as well shoot everything".

The damage percent is also adjustable in the strategies.

tmcc September 27th, 2006 11:31 AM

Re: SEV early game battle strategy vs. SEIV
 
The decision to shoot everything is bad from both a tactical decision making point of view as well from the perspective of ordnance usage, which can become an issue. Hopefully the AI's behavior in this regard can be modded.


All times are GMT -4. The time now is 08:18 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.