Re: Carrier Battles Mod
Yeah, that's the thing. Suppose I'm playing standard SE4, and I'm playing with fighters. I try to make attack fighters and interceptors with max engines and 1, maybe 2 tiny antiproton beams. The CAP fighters have the rocket pods, and that leaves space for only one engine, so they stay closer to the carrier. *SIGH* It doesn't matter really, in standard SE4, its hard to get enough fighters on a carrier -- much less enough of two types, and then they combine into groups at random.
But if you mod is inroducing new weapons, engines and propulsion rules, you could fine tune this some more. Give fighters specific anti-ship weapons, and specific anti-fighter weapons, to try to give them individual roles.
Another idea, when you get a halfway working mod. Setup a PBW game around it. That way it stays fresh in people's minds. For example, like with the small ships mod.
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