![]() |
Re: Carrier Battles Mod
Actually, I would set it up so each fighter bay can basicly hold one fighter of the corresponding highest available tech for the bay. That way, you can have two doctorines, either disgorge all your fighters at once, or relly on larger fighter numbers being disgorged in waves.
That is basicly the way it is in my mod, my friend I was playing against developed a tactic where he used massive baseships with hordes of fighters, but instead of ever seeing combat he used long range fighters entered a system launched all his fighters and then various targets in system, with his carriers never even seeing combat. |
Re: Carrier Battles Mod
Also: in regards to scaling components up and only having certain base components, I love it!
|
Re: Carrier Battles Mod
Quote:
SE5 will have user definable damage. |
Re: Carrier Battles Mod
Yeah, that's the thing. Suppose I'm playing standard SE4, and I'm playing with fighters. I try to make attack fighters and interceptors with max engines and 1, maybe 2 tiny antiproton beams. The CAP fighters have the rocket pods, and that leaves space for only one engine, so they stay closer to the carrier. *SIGH* It doesn't matter really, in standard SE4, its hard to get enough fighters on a carrier -- much less enough of two types, and then they combine into groups at random.
But if you mod is inroducing new weapons, engines and propulsion rules, you could fine tune this some more. Give fighters specific anti-ship weapons, and specific anti-fighter weapons, to try to give them individual roles. Another idea, when you get a halfway working mod. Setup a PBW game around it. That way it stays fresh in people's minds. For example, like with the small ships mod. |
Re: Carrier Battles Mod
I would also add combat to hit bonuses for smaller ships (escort - destroyer) to represent small antifighter gunboats that support the fighter screens.
|
Re: Carrier Battles Mod
Quote:
Kana |
Re: Carrier Battles Mod
I would like to play this mod...someday. http://forum.shrapnelgames.com/images/smilies/frown.gif
|
Re: Carrier Battles Mod
An update:
Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus. Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns. Been working on some scale issues between C&C, engines and cargo requirements. More work still to be done, especially on balancing damage vs shields/armor on the 4-way fighters/ships interaction. |
Re: Carrier Battles Mod
Quote:
|
Re: Carrier Battles Mod
Keep in mind that the ranges are only 2-4 for these capital ship weapons. The zero-point will be in the middle, too.
So the 20 and 40 mm guns should have some chance of hitting fighters, and the 100mm gun should have about 40% to-hit even at the doubled max range. Also, the additional punch of the big guns will be more effective than it looks, since the captial ships will be using leaky shields. The smaller guns will end up doing no damage to most capital ships, and much of the medium guns' damage will be negated. |
All times are GMT -4. The time now is 06:43 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.