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Doomsday weapon in Proportions
It is ... Smart Bomb (either supply depot or space port - does not matter). When you drop it on planet, it seeks and destroy buildings with resupply/spaceport ability, such as Cultural Centeres http://forum.shrapnelgames.com/images/icons/icon9.gif One round of fire from puny battlecruiser will nuke your homeworld back to the Stone Age http://forum.shrapnelgames.com/images/icons/shock.gif
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Re: Doomsday weapon in Proportions
skipping shields?
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Re: Doomsday weapon in Proportions
Ouch! Does one of them destroy ALL the facilities? If so that's a serious flaw I think Pvk should consider eliminating that particular weapon.
Geoschmo |
Re: Doomsday weapon in Proportions
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Re: Doomsday weapon in Proportions
Smart bomb skips shields, weapon platforms and smartly goes after buildings. I don't know exact algoritmm, but one SB III appears to kill one cultural center per shot.
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Re: Doomsday weapon in Proportions
I wonder if it would be possible to reduce the damage on the SB? Either that or up the cost/ research and repackage it as some kind of city killer. (Think "independence Day"=-)
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Re: Doomsday weapon in Proportions
Ok, I did some tests, and the result is that one smart bomb, no matter what the damage rating, will destroy one facility of the indicated type in a single shot. This means it can knock out one cultural center per shot. It's reload time is three turns.
It does NOT skip shields, in SE4 Gold 1.78. Other weapons damage facilities based on population damage, in an arcane system that I couldn't really figure out by testing. Neutron bombs are interesting because they do damage to shields, and then damage population but not the facilities, but since facility damage is linked to population, they can greatly reduce the amount of damage a planet's population and facilities can take. They also do so much damage that they can lower a homeworld's intrinsic shields pretty quickly (a few shots, depending on size and tech level). Of course, Planetary Napalm is rather effective, too. However, I was using the simulator, which inexplicably set the population to 300M instead of the typical 4000M or so, so I guess that means it's a factor of thirteen harder than I was seeing for the non-smartbomb weapons. So hmm. I am thinking maybe it's not utterly imbalanced, in the sense that there are other weapons that can also wipe out a homeworld relatively easily, if they can get into range. I guess it bears further testing, thought, and discussion. I'm wondering if there is a way to tone them down via making them very large (150kT - 300 kT), range 1, reload time 30, max one per ship, and/or applying a negative to-hit modifier. Any further opinions? |
Re: Doomsday weapon in Proportions
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Re: Doomsday weapon in Proportions
Looking for a doomsday weapon vs. planets? I direct you to the Null Space Cannon, which will skip shields and units and start damaging the planet immediately. It might not be as 'precise' as the Smartbombs but it's pretty efficient since a planet seems to be treated like a 'ship' for damage allocation purposes. The units are the 'armor' and the population/facilities are the internal components.
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Re: Doomsday weapon in Proportions
Yes, SB does not skip shields, don't know I missed it.
I found a way to fix planetary population in simulator: once you selected a homeworld as a part of simulation, click on "transfer cargo" It will allow you to move people from real homeworld to "virtual reality" homeworld. Something like in Matrix. |
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