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-   -   Any way to have a ship cycle its weapons/targets? (http://forum.shrapnelgames.com/showthread.php?t=31482)

Phoenix-D November 1st, 2006 11:54 PM

Re: Any way to have a ship cycle its weapons/targe
 
No matter what the source, its a problem..

thesilliest November 2nd, 2006 03:17 AM

Re: Any way to have a ship cycle its weapons/targe
 
My Kamikaze defense is totally trashed by the fact that they'll all go after the same ship at once half of the time. <:/

I'm new to this game, and I love it, but issues like these really take me out of the experience, it just seems so absurd and buggy. I have more success using a handful of fast ships with long-range weapons than I do with a hulking base ship.

Suicide Junkie November 2nd, 2006 04:06 AM

Re: Any way to have a ship cycle its weapons/targe
 
I suppose it also helps in ggmod that even a Battlefortress dosen't tend to vaporize medium ships in one volley...

You get lots of action and slow crippling before they go down in flames.

Overkill is rarely an issue, and that 50% at double expected means you don't tend to waste any shots unless there is a lack of targets in range...
And with the ability to build 30 scouts per turn at a homeworld, and the whole fighters thing, that dosen't happen too often either http://forum.shrapnelgames.com/images/smilies/wink.gif

Shadowstar November 4th, 2006 02:36 PM

Re: Any way to have a ship cycle its weapons/targe
 
Really kinda makes researching larger ships pointless doesn't it?

Why use a group of big ships when you can just throw 30 or 40 frigates at someone, knowing they won't be able to shoot them all...

The strategies should either use a damage prediction model, to see how much damage a single shot is likely to do, and then count that when each weapon is fired, or they should have a cycle targets option. I could see priority spreads being very useful in strategies.

NullAshton November 5th, 2006 12:21 AM

Re: Any way to have a ship cycle its weapons/targe
 
I believe destroyers are actually better than dreadnaughts on an equal cost basis. Did several simulations with that.

AAshbery76 November 5th, 2006 12:34 AM

Re: Any way to have a ship cycle its weapons/targe
 
It actually makes mixed fleets important.

Q November 5th, 2006 02:58 AM

Re: Any way to have a ship cycle its weapons/targe
 
One way to make bigger ships more interesting at the moment might be that their mounts decrease the weapon reload time instead of increasing the damage amount.
But of course the damage prediction calculation would be the ideal solution.

Shadowstar November 6th, 2006 03:11 PM

Re: Any way to have a ship cycle its weapons/targe
 
What I did in SE4 Starscape was make it so that the larger ship sizes would increase accuracy, while smaller ships would have lower accuracy. This could work here as well. I like the idea of making larger mounts increase firing rate instead of damage but it doesn't seem very realistic, unless you say that instead of making the weapon bigger they just add more "barrels" in a kind of howitzer or chaingun mechanic.


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