
August 11th, 2003, 04:30 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Babylon 5 Mod
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Ah. I thought he did the numbers from the B5 Wars books. If all the analysis was done, can you point me to it and save me some time?
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I meant, Val already set them up to be balanced. So no, I can't. You could skim the early pages of this thread to see if anything is there though.
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Even so, I don't see how "gameplay issues" and "balance" relate to the "fighter missile weapons are not canon" issue.
So, what can I say? I am trying to help here, and maybe stimulate some interest. I have concluded from my analysis that including fighter-mounted seekers does not appear to improve gameplay or balance (probably the opposite) and it isn't canon to boot, so at least future mods might want to seriously consider scrapping them. If analysis was done that indicates otherwise, I would love to see it.
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Fighters shooting missiles is good for gameplay, as it gives more strategic options, and is more fun. Making sure everything is 100% canon is bad for gameplay. They do not appear to degrade gameplay or balance, esp. from your tests...
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Uhm, how do modern jet fighters reload, again? I mean, I understand why a fighter in the game can carry more than one missile. I just don't understand how they can be out of missiles for 15 turns and then have missiles again. The issue isn't multiple missiles, it is reloading.
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No, the issue is multiple missiles. SE4 is limited in that you can not have a missile comp that has 5 missiles and a ROF of 1, but can't fire any missiles after the 5th is fired. So, if a missile comp carries 6 missiles, this has to be done with ROF 5. It has nothing to do with restocking from a carrier or a base or anything.
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