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Suicide Junkie said:
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4) They can get close and choose the exact target area for their weapons. In SEIV, there are no "critical hit" rules, so this translates as much higher damage for a given vehicle size. This is readily modded.
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Or, why not use armor/shield skipping damage?
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Very interesting suggestion. Really changes the nature of fighters. I think the weapons in that case would need to be range 1 only (since you are close enough to be "inside" of their shields and/or pick out "seams"). You could even combine this with a weapon that targets a specific component, like shield generators or self-destructs or bridges or PDC. So your strategy might be to have some very fast fighters with close-range weapons that disable the enemy somehow, then you bLast them with powerful stand-off weapons (from ships or "torpedoe-bomber" fighters) or maybe board them or maybe just leave them stranded. Meanwhile you defend yourself from enemy fighters with "interceptor" fighters. If the enemy fleet doesn't have good fighter defense, it will never reach you with its big guns. Of course, if the enemy has anticipated your strategy and has good fighter defense, you are doomed. Maybe your fighters should all have a secondary strategy of "kamikaze."