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Re: Bug or Feature: Multiple Ship Training Facilities
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It doesn't change the maximum amount of experience the ships can acquire. It only makes them able to get that training faster. Geoschmo |
Re: Bug or Feature: Multiple Ship Training Facilities
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Geoschmo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh? Why invent pants when someone else can manage the money for you? And why evolve hands when someone else can open the catfood cans for you? http://forum.shrapnelgames.com/images/icons/icon10.gif "On the planet Earth, Man had always assumed that he was more intelligent than dolphins because he had achieved so much... the wheel, New York, and so on... conversely the dolphins believed themselves to be more intelligent than Man for precisely the same reasons." -- Douglas Adams [ July 08, 2002, 17:46: Message edited by: Baron Munchausen ] |
Re: Bug or Feature: Multiple Ship Training Facilities
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Re: Bug or Feature: Multiple Ship Training Facilities
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Then there's the comparative advantage vacuum-"breathers" get, since all moons are airless. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Bug or Feature: Multiple Ship Training Facilities
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Re: Bug or Feature: Multiple Ship Training Facilities
BUT.... THERE ARE NO GAS MOONS!!!
Gas Giant races are at a serious early game disadvantage. Play Fyron's Quadrant Mod, and that problem is solved. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Bug or Feature: Multiple Ship Training Facilities
yeah, i have always been of the opinion that washington was a fairly lously general. and i'll grant you that improper tactics played a part in our early struggles in viet nam, but it was mainly politics holding us back in the end. i dont think we 'lost' in viet nam any more than the british 'lost' in 1812. it was an unpopular war at home, they didnt have much to gain from a prolonged conflict, so they packed up and left. so did we. similar in korea, we quit because McArthur didnt want to nuke china.
as to training levels though, i think its fairly clear to everyone the importance that it plays. i think training should be as important or more important than it is, but that it should be costly. it takes a great deal of money to keep your military trained during peacetime. i think that to represent this that overall maintainance costs should be increased, OR, training facilities should confer a system-wide maintainance PENALTY. i also wish experience levels would decrease over time, say 2% a year or something. regarding starting disadvangage for gassy types, it depends on the game. gassers always have it hard starting out. gas will have it even harder in a 'colonize only own type' games. and unless you can easily steal some 'none' breathers, then races breathing 'none' will have a distinct advantage. not only do they get those swanky moons like they did before, but they can now become uber training and shipbuilding complexes. |
Re: Bug or Feature: Multiple Ship Training Facilities
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You may be capable of assasinating the PM, but you know beyond a shadow of a doubt that it's against the laws of Canada and the inalienable laws of mankind. Just because you say it's wrong to have multiple training faciliites doesn't meean it is wrong. If a future patch were made that made it against the rules, but because of a mistake the fix didn't work and you still could do it, then it would be an exploit and cheating to continue doing it. Until then it is clearly not. If I arbitrarily say it's unfair to attack an enemy without warning, or without giving them time to prepare defenses, do you have to not do that? Would you be cheating if you did it? Of course not. Geoschmo |
Re: Bug or Feature: Multiple Ship Training Facilities
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As far as Vietnam goes...When the shackles were released from the USAF and they were allowed to fight the war "their" way for 6 days, ie...bombing Hanoi and associated infrastructure, the North's efforts were set back for months. A 6 month campaign could have won that war, or at least set things so that a democratic gov't. could have had a chance. So, the training doesn't seem to matter as much as what is actually done with the troops and weapons. |
Re: Bug or Feature: Multiple Ship Training Facilities
Thanks Gil, youre absolutely right on Eisenhower v MacArthur, i had my personalities crossed. regarding Korea and Viet Nam, both were largely influenced by industrial output. we had more, and could field more hardware and better hardware. well, better up until the mouse gun.
As I understand it, the Tet offensive left the North horribly over-extended, and as you say, 6 months could probably have ended it for us. a better example of training might be the recent Afghan conflict. look at what we were able to do there compared to what the Russians were able to do. Sure we had more money to throw at the problem, but I like to think that we're a little better at it too. In SE4, i think that experience and training should be able to turn the tide of any battle being fought by forces that are fairly evenly matched, or at least close to being fairly evenly matched. Industrial output, on the otherhand, should be the deciding factor in any WAR. I am fairly happy with the 20/50 experience limits as they stand, but i would be interested in hearing arguments for either raising or lowering them. also, i wish that missile ships would gain XP as fast as beam or PD ships. seems silly. maybe if it was all fleet experience and not ship experience. |
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