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-   -   Rumours, Suggestions, Features on the Next Update (http://forum.shrapnelgames.com/showthread.php?t=6390)

Quikngruvn June 20th, 2002 03:26 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Quote:

This is already true except for missile level.. except that the PD cannons get such a ridiclous combat bonus that you never really notice.
<font size="2" face="Verdana, Helvetica, sans-serif">Ah. Then I'd say the bonus needs to be toned down slightly! (Learn something new every day....)

Quikngruvn

Baron Munchausen June 20th, 2002 05:18 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Quote:

Originally posted by Phoenix-D:

This is already true except for missile level... except that the PD cannons get such a ridiculous combat bonus that you never really notice.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">If we could mod the ECM level of seekers we'd be able to make higher level seekers that would be able to escape more PD fire.

Gimboid June 20th, 2002 05:38 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Quote:

Originally posted by Baron Munchausen:
If we could mod the ECM level of seekers we'd be able to make higher level seekers that would be able to escape more PD fire.
<font size="2" face="Verdana, Helvetica, sans-serif">Can't you already do this with the 'Combat to Hit Defense Plus' ability that is already present???

Simply add that ability to a seeker component and mod the defense bonus to whatever you want.

Has anyone tried this before?

geoschmo June 20th, 2002 05:43 AM

Re: Rumours, Suggestions, Features on the Next Update
 
My guess, although I have never tried it, is that giving the seeker component this ability would make the ship firing the seeker harder to hit, but have no effect on the seeker itself.

Geoschmo

Baron Munchausen June 20th, 2002 06:04 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Quote:

Originally posted by geoschmo:
My guess, although I have never tried it, is that giving the seeker component this ability would make the ship firing the seeker harder to hit, but have no effect on the seeker itself.

Geoschmo

<font size="2" face="Verdana, Helvetica, sans-serif">That's right. The component's abilities will not affect the seekers. It will just boost the ship's defense, which is a bit illogical for a missile launcher.

jimbob June 20th, 2002 09:47 AM

Re: Rumours, Suggestions, Features on the Next Update
 
My answer has always been to increase the damage resistance of the missile. I went on the assumption that the missile 'soaked up' more of the damage not only because it was stronger, but that maybe it was more agile, so drew/avoided a lot of the fire directed it's way.

Oh, and if you increase the missile speed, it reduces the number of chances the PD have to shoot at it. (I found the unmodded missiles moved so slowly that retreating ships could get two or three PD volleys off by the time the missile closed the distances).

Just my $.02

tesco samoa June 20th, 2002 02:44 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Hey Rogue0001

Thats a great idea.

I vote for that one as well

I can use the autocad plotters at work to print up the maps....

Baron Munchausen June 20th, 2002 05:36 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Quote:

Originally posted by jimbob:
My answer has always been to increase the damage resistance of the missile. I went on the assumption that the missile 'soaked up' more of the damage not only because it was stronger, but that maybe it was more agile, so drew/avoided a lot of the fire directed it's way.

Oh, and if you increase the missile speed, it reduces the number of chances the PD have to shoot at it. (I found the unmodded missiles moved so slowly that retreating ships could get two or three PD volleys off by the time the missile closed the distances).

Just my $.02

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, missiles are much too slow by default. I've boosted even the standard CSM to move at speed 9 by the time it reaches level 5. The Plasma Torp/Missile moves at 12, which no ship can possibly match even with combat thrusters. Only fighters can match that speed.

geoschmo June 20th, 2002 05:51 PM

Re: Rumours, Suggestions, Features on the Next Update
 
This is just my opinion, but I think all the problems with balancing the missles come from making them available at game start, but not allowing point defense until after a lot of research. With SEIII missles come around about the same time as PDC, so you can make them tougher to kill without making them impossible to beat early on.

So either require some research to get to missles, or allow some weak form of point defense early on. Then you can do a better job of balancing them so they Last longer without throwing the early game so terribly out of whack.

Reasonable?

Geoscho

CW June 20th, 2002 06:17 PM

Re: Rumours, Suggestions, Features on the Next Update
 
I'm always on the look out for little bits and pieces of suggestions on things like game balancing. You guys should check out my mod when it comes out in another half a year! http://forum.shrapnelgames.com/images/icons/icon12.gif


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