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fighters
i want to create a tech tree specifically for races that love fighters, i was wondering what i should add to this tree to make fighter better in combat.
[ December 28, 2002, 23:30: Message edited by: tokche ] |
Re: fighters
Hmmm... well, if they depend completely on fighters, that is they don't like capital ships, maybe you want to given them more sizes of fighters. And give their fighters higher attack and defence bonuses, since they'll never benefit from training. Maybe special launch bays that lauch larger Groups.
I can't think of any components that they need, except maybe solar panels, after all Imperial Tie fighters had huge solar panels. |
Re: fighters
See fighters in Proportions mod.
Mainly, make it so most weapons can't hit fighters because they have such high defensive bonuses, and even PD should hit them only rarely. Then, give fighters enough of an attack bonus to be able to hit each other. Finally, reduce fighter weapon damage until they won't vaporize ships. Offer a range of fighter weapons with different accuracies and damage Ratings, for anti-ship or anti-fighter use. In Proportions, fighter weapons good enough to hit other fighters do about 2-5 points of damage per shot per turn. PvK |
Re: fighters
PvK, fighters easily slaughter ships in Proportions. If the enemy has no fighters, woe is he. I don't think they are quite balanced enough. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: fighters
The easiest way IMO would be new larger fighter size. This gives you space for more shields and weapons and therefore increases their strength considerably. Make this new fighter a racial technology and you probably have what you wanted.
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Re: fighters
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For example, I just ran a test using a game advanced about ten years with moderate research into both fighters and PD. 40 fighters cost about as much as two of the escort ships I had designed. Result of combat between them was all fighters destroyed and one escort ship at about 80% damage - the other just scratched. Another advantage of ships is that they can be repaired... http://forum.shrapnelgames.com/images/icons/icon12.gif PvK |
Re: fighters
only if your coudl refit fighters with different weapons so you can have special fighters to fight different enemies and you dont have to cook up a new batch of fighters in a hurry.
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Re: fighters
That's another balancing factor to consider - no upgrades.
PvK |
Re: fighters
Good point. But wasn't the refitting of weapons on fighters a primary factor in the US victory at Midway? Do you want to lose because all your fighters were on the carrier having their weapons changed? http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: fighters
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