Re: Babylon 5 Mod
You have to remember that range is only good if you've got a chance of hitting the enemy. No point wasting a heavy laser at med/long range with 25% chance to hit as you will have to wait 4 turns for it to reload.
The problem with B5 (which also makes it good) is the fact that there are so many different weapons and it's going to be damn hard to work out a ballace for all (that is if we keep all the weapons. i my self want to keep all) What you need first is a list of all the weapons, firstly general weapons everyone can have and then race specific weapons. Then we can all decide on how each weapons will be different and how it progresses, this allows us in the end to make sure that all the weapons are ballanced before plowing through the component file.
Capital ship battles are a must as the main ships in combat, the main thing about Capital ships is there large enought to effectivly hold fighters. my test on the current Version (fighters my be a big unbalanced but bare with me) my EA battle cruiser with 12 heavy fighters ( 4 cobra bay 3's) and assorted laser weapons could take out two EA battle cruisers that don't have fighter bays but more weapons.
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JAM
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