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Re: Question, Armor and mines
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If you could only repair components at bases and planets then the end game would be a campaign, with the invading player's fleet whittling away or him spending time colonising, building bases or waiting for reinforcements to arrive. This gives the defender more time to build ships and planetry defences might be useful. Askan |
Re: Question, Armor and mines
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If you could only repair components at bases and planets then the end game would be a campaign, with the invading player's fleet whittling away or him spending time colonising, building bases or waiting for reinforcements to arrive. This gives the defender more time to build ships and planetry defences might be useful. Askan</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">You are absolutely right about the enormous importance of repair. But your idea to restrict repair to bases and planets is extremely easy to implement: change the allowed vehicle types for repair components and space yards from bases/ships to bases only. There are however major problems with this modification: 1.) You could never build bases outside the orbit of planets and therefore remote mining and ring-/sphereworlds would be impossible. 2.) You could not repair ships that have lost their engines. Human players would have to send killer ships to destroy these wrecks but the AI would be lost with this problem. [ August 18, 2002, 06:42: Message edited by: Q ] |
Re: Question, Armor and mines
Remove the repair ability from Space Yard components.
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Re: Question, Armor and mines
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Re: Question, Armor and mines
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Re: Question, Armor and mines
No it doesn't. Build a repair base there to repair the engine-less ship. Same problem as #1. http://forum.shrapnelgames.com/images/icons/icon7.gif Well... not for the AI, but AIs don't repair their ships very well as it is. And this type of game would seem to be needing Human players anyways.
Askan, another tid-bit: you can mod repair bays to fit on satellites, and they will work perfectly fine (when the satellites are launched into space). http://forum.shrapnelgames.com/images/icons/icon7.gif May not be a good thing for your idea per se. But, if this is the only way to repair, it at least takes an extra turn to get the repairs started. And, you can't repair while moving. [ August 18, 2002, 07:20: Message edited by: Imperator Fyron ] |
Re: Question, Armor and mines
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EDIT=typos [ August 18, 2002, 07:25: Message edited by: dumbluck ] |
Re: Question, Armor and mines
My point is just that the restriction of repair would create more problems than its benefit is worth. That is of course just my humble opinion. If we want to prevent a fleet from going indefinitely from one combat to the other why not play without quantum reactor and solar panels? No matter how much supply ships you have in your fleet sooner or later you will run out of supplies and you need either to return or conquer an intact colony and build a resupply depot.
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Re: Question, Armor and mines
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Of course, if MM would implement tugs, the whole idea would work even better - then you could tow derelict ships (either out-of-supply or all engines damaged) back to a repair base. (I know, in the current Version, to move an out-of-supply ship all you need to do is fleet it with another ship that still has supplies; but a tug could be used to grab the ship WITHOUT fleeting, and therefore without having to share supplies and only spend supplies on the tug's engines, not both ships' engines). |
Re: Question, Armor and mines
Large mine fields could have their omnipotence reduced if the maximum number of mines attacking a given fleet was controlled by the number of ships in the fleet.
Example, suppose a fleet was attacked by 10 mines per ship. Now 2000 mines only mean multiple fleets will have to deal with the mines, but a single fleet doesn't have an impossible mass to deal with. Then add components that fit into mines that improve their seeking (would have to be a new ability), increasing the number of mines that attack each ship. So maybe with advanced seeking heads, 15 mines per ship might attack. Further, add another component (with yet another new ability) that makes the mines more difficult to destroy. Say add a "-1 mine destroyed per minesweeper" ability. Then, higher tech levels would balance out by keeping minesweeping components in check. Optionally, make minesweepers have a chance to hit, and use Combat To Hit components to make mines harder to sweep. Actually, giving to hit chance would be nice. Then allow/require mine sweeping components to double up shots on missed mines at 1/2 chance of hitting. For example, say 200 mines are attacking and you can sweep 200 mines. Further, lets say you have a 90% to hit (just out of a hat). You kill the first 9 mines, but the 10th slips by. You take a second shot at 45% chance to hit, but miss that too. That mines damages your fleet (should automatically, or nearly always, hit a minesweeper, probably, allowing you to lose minesweeping components before you get a chance to use them). So, you've killed 9 mines and 1 blew up and hurt a ship. You've also used 11 of your 200 shots. Repeat for the remaining 190 mines waiting to attack you, the Last of which (since you only have 189 sweeps left) will get through safely. Adding chances for mines to hit would be nice. Proximity warhead with bonus to hit but doing less damage could be cool. Proximity heads could also be harder to sweep (penalty to be hit) since they must be destroyed earlier [extra special would be reducing the chance to be hit for only double up shots, but that's a brand new ability, and probably not worth it]. |
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