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Suggestions for Malafador
Great game but I heard you were accepting suggestions, so here are some I have. I mentioned some below in my prior post but was afraid they might get lost. So here they are:
1. Non PD defense weapons should be penalized if used in a PD role. I sent my fighters against a Dreadnought with heavy mount phased polaron beams and it wiped them out. Seems that especially non-normal mount weapons should be penalized on the "to hit" ratio, if they should be allowed at all to be used in a PD role. Otherwise, why PD weapons? 2. Colonies are too easily wiped out by cruisers and other ships without planet busting weapons. I think that without planet attack weapons they should kill a percent of population and destroy facilities, maybe based upon size of ship - DD/FG, 5%, 1 facility, CL/CA 10%, 2 facilities, BB 15%, 3 facilities, DN 20%, 4 facilities. If not then why have these planet busting weapons? 3. Colony ships should automatically have population assigned. Too many clicks to load population - a waste of effort that brings no pleasure and is a chore to remember. Thanks for listening and again, great game. Grifman |
Re: Suggestions for Malafador
Umm, as far as the Last.. hit c, click on target planet, watch as it goes off.
The second: why based on class? a DN with 1 meson bLaster shouldn't do more damage than a CA with 10.. Phoenix-D |
Re: Suggestions for Malafador
re: "3. Colony ships should automatically have population assigned. Too many clicks to load population - a waste of effort that brings no pleasure and is a chore to remember."
But which population would that be in the case of a colony ship built from a planet containing two races? What if I *like* my colony ships to be empty, because I am building them on my industrial world full of methane-breathers, but need to swing by and pick up a load of hydrogen-breathers on my way out to colonize the frontier? The colony ships (as has already been pointed out) already load with pop if the ship is (only?) issued the colonize order. If *you* plot the path to the planet to be colonized, then you have to manually load with colonists. Personally, I prefer manual-loading ... I can think of at least ten other tasks in SEIV that are more cumbersome to carry out that loading pop onto a colony ship. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Suggestions for Malafador
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Grifman:
1. Non PD defense weapons should be penalized if used in a PD role. I sent my fighters against a Dreadnought with heavy mount phased polaron beams and it wiped them out. Seems that especially non-normal mount weapons should be penalized on the "to hit" ratio, if they should be allowed at all to be used in a PD role. Otherwise, why PD weapons? 2. Colonies are too easily wiped out by cruisers and other ships without planet busting weapons. I think that without planet attack weapons they should kill a percent of population and destroy facilities, maybe based upon size of ship - DD/FG, 5%, 1 facility, CL/CA 10%, 2 facilities, BB 15%, 3 facilities, DN 20%, 4 facilities. If not then why have these planet busting weapons? <HR></BLOCKQUOTE> 1. I see your point, but there is an easy way to get the effect you want. First off, I think PD have a built-in to-hit bonus, and most weapons don't, so most guns are already at a disadvantage. Second, if your fighters are dropping like flies to regular guns, give them a to-hit penalty. Right now they don't have one even though ships like Escorts and Frigates do. 2. Depends on the size of the colony. A heavily populated homeworld takes FOREVER to bLast from orbit without Planetary Napalm, Cluster Bombs (on fighters), or LOTS of ships. Most colonies, however, only have populations in the tens of millions. I think it's fairly conceiveable for a cruiser to glass 2 cities the size of Tokyo and its suburbs from orbit. |
Re: Suggestions for Malafador
Thanks for the reply:
1) Re: colonization - can I even do this when the planet to be colonized is in another system? Will the command take as I click to get to the other system and click on a planet there? And with regards to the "c" key, I've always been a mouser - never cared to memorize key shortcuts - though in this case I'll make an exception http://www.shrapnelgames.com/ubb/images/icons/icon7.gif 2) I was just using that as an example. You could just as well use total attack factors on some scale. But the commonsense presumption is that no one, even a dumb AI has DNs with one mesonbLaster and a cruiser with 10. Sorry, but examples at the extremes don't invalidate the suggestion if they are unlikely to happen http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Grifman |
Re: Suggestions for Malafador
The colonize button will automatically load pop for you. Its the green field with the dome on it type icon.
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Re: Suggestions for Malafador
Regarding Fighters:
I believe there is still a bug concerning non-shielded fighters. Apparently they all take the same damage from the weapon rather than the damage just fragging one fighter and the excess disapperaring. I think this is on the list for the first patch. I hope so, otherwise fighters are still pretty useless. Talenn |
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