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Re: Balancing Fighters, Missiles and PDC in the late game
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Oleg how do we really know that ONE Fire Control really works for ALL Weapons Platforms on the planet not just the one its on after that you cant fit much else? It looks just like a big Combat Sensor or do all Combat Sensors on the planet add up or does it just take the largest Combat sensor value like a ship. IMHO I do not see much differnce to the other WP http://forum.shrapnelgames.com/images/icons/shock.gif [ November 05, 2003, 11:13: Message edited by: Grand Lord Vito ] |
Re: Balancing Fighters, Missiles and PDC in the late game
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This Comand Center WP indeed directs the fire of all WP on the planet. (multiple sensors from different platforms do not add up, planet is treated as a single "ship") |
Re: Balancing Fighters, Missiles and PDC in the late game
Oleg if so how does it work in se4 terms?
"It looks just like a big Combat Sensor or do all Combat Sensors on the planet add up or does the whole PLANET just take the largest Combat sensor value like a ship." [ November 05, 2003, 11:44: Message edited by: Grand Lord Vito ] |
Re: Balancing Fighters, Missiles and PDC in the late game
It is a well documented fact that all untis in a stack recieve the same combat sensor and ECM bonuses from components on just a single unit. It will be the best of the bonuses in the stack. This applies to WPs, satellites, and fighters. Probably drones and mines as well, but those either don't stack or don't appear on combat maps. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Balancing Fighters, Missiles and PDC in the late game
It should be noted that Fighters only launch, and therefore only stack, like with like. So one Fighter with CS and ECM will not mean all Fighters get the bonus, it will mean one Fighter in a doomed little group all by himself. I believe the same is true for Drones.
This effect really shines on the Satellites, Troops, and Weapon Platforms. |
Re: Balancing Fighters, Missiles and PDC in the late game
I thought it launched fighters in the order you loaded them? Isn't it possible to load them so that you get 1 ECM/CS and 4 normal in each stack? At least until they start dying, that is. The next combat they will be all out of order. http://forum.shrapnelgames.com/images/icons/icon12.gif I am pretty sure it is possible, just not very useful in practice.
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Re: Balancing Fighters, Missiles and PDC in the late game
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Thanks PvK for the very good list of ways to tweak the Proportions fighters. I will probably do most of them. I may also add point defense missiles that can target fighters, and which will have enough firepower to knock one out if it hits. Because I'd like to play this mod on PBW with other humans, I'll probably take an intermediate approach to things like research rates and population growth. I think Proportions is much more realistic than stock SE4, but for PBW I think I'll have to sacrifice realism for speed of play. We don't want would-be Rulers of the Universe getting bored, do we? http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Balancing Fighters, Missiles and PDC in the late game
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PvK |
Re: Balancing Fighters, Missiles and PDC in the late game
Chronon, AIC has most of those tweaks done to Proportions fighters already. Check it out too.
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Re: Balancing Fighters, Missiles and PDC in the late game
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> As I thought I explained a couple of times, it means that you can stockpile them during peacetime more efficiently than you can with ships. In such situations, they can become quite powerful in situations where you don't need ships to move them around (i.e., on defense). So, making them less powerful against ships, more expensive, and more prone to become obsolete over time, are ways to try to compensate. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> Is so. http://forum.shrapnelgames.com/images/icons/tongue.gif Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes, well this has all been discussed before, so I'm glad JLC has tried such things. I haven't had time to keep up with all the stuff he's been doing in AIC. Starting with AIC's Versions may be a good idea, or even talking with JLS and making a mod based on AIC. AIC has the advantage of making a major effort to get the AI to be challenging to play against. As has been pointed out, this generally requires giving the AI advantages to compensate for its weaknesses, and JLS has been refining that concept for a long time. PvK [ November 05, 2003, 18:05: Message edited by: PvK ] |
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