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Re: A Newcomer\'s Commentary
Quote:
While I appreciate huge firefights with lots of explosions as much as the next guy battles of that size do not allow ships/fleets to show their designs/strategies exactly because of the dense packing. If I may make a suggestion... I think the missile speeds should track against Missile Manufacturing. The following suggestions are for late game X series missiles. Heavy Kinetic Missile should end up with a max speed of 7 to 9 so that it is faster than a Propulsion VI fighter. Explosive Missiles would be 5 to 7 in order to outrun late game destroyers which end up with a combat speed of 4 to 5. Nuclear Missiles should be 4 to 6 reflecting their general targetting against slower battleships and dreadnoughts. PBMs can stay right where they are since their target doesn't move. http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: A Newcomer\'s Commentary
I'd love to substitute but I'm unable to right now due to the simple fact that I don't have an Internet connection at home right now. Something that will be fixed shortly with any luck.
Piece of advise... never give your roommate cash for phone bill without seeing receipt of payment! |
Re: A Newcomer\'s Commentary
The battles in CB3 are a bit larger than typical due to the fact that it is in the endgame.
Most of the serious fighting going on in PBW games involves fleets of approximately 100 ships for the midgame games. |
Re: PISSED !!!
On the missile speed-up thing, please do include Planetary Bombardment Missiles.
The reason is that there are only 30 turns of combat, and the ships must close to within range twenty to launch. The first shot will probably hit before the end. (I have seen engagements of a couple dozen ships, where the bombers couldn't get in range soon enough, due to the crowd). The second shot will definitely launch, but will probably go to waste due to the thirty-turn time limit. That's a very expensive waste, in terms of supply usage. I have tried to use point-blank tactics, but my planetary bombardment ships take heavy damage when doing so. Seems artificial to force them into orbit just to avoid a timer wasting shots. Also rather crippling to reduce the entire fleet's strategic movement in order to slow down the bomber's approach. So in closing, as far as I have seen thus far, it seems like a good idea to include PBMs if you increase the missile speeds. -Jonathan |
Re: PISSED !!!
Right.
Got those PBMs fixed now. The 20 turn reload was OK when it was a 50 round combat. Not so anymore. |
Re: PISSED !!!
Yippeeeeeee!
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Re:PBMs fixed now
Wahoooo!
IwannadownloadIwannadownloadIwannadownload...Must remember to cut back on coffee... |
Re:PBMs fixed now *DELETED*
Post deleted by Suicide Junkie
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Re:PBMs fixed now
Thanks!
Some quick early beta feedback on first game: - Unknown trait "Warriors" for "Galactic Empire" and for the AI files: - Unknown value "Optimal Weapons Range:Anti-Ship/Fighter" in record "Combat Ship (B)" and record "Scout (C)" - Unknown value "Point Blank Range:Anti-Missile/Fighter" (comes up three times each race) Back to hunting Caspians... |
v1.6b try #2
1 Attachment(s)
v1.6b attached.
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