Everyone: With regards to the satelite issue:
from the play test it seemed to me to be a problem. The paucity of weapons that could hit satelites (for the minor races) was a real head-ache for me. Actually, it seemed beyond reasonable but perhaps I was more sensitive to the problem at the time
That said, the satelites always had more range than my "satelite targeting" weapons did, and at the highest tech levels had much much more range than I did (I think they had 5 or 6 more range than I did, which meant I lost half my fleet
before I even got my first volley in). As Grumbler calculated:
Quote:
I have looked at sat-ship combat, and it seems that at a given tech level satellites are about three times as valuable on a per-ton basis than ships. Part of the problem is that there seem to be few long-ranged weapons able to hit satellites, while satellites have a lots of long-range weapons that can hit ships.
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My humble opinion is that, from the beta test, the satelites are too powerful. That plus the fact that they are not limited to planets (see uses at warp points for example) means that the key argument is not completely accurate. Perhaps introducing a powerful weapon platform and calling it a "lower orbit satelite defense system" is the answer. This would allow for a better planetary defense, without exporting the uber-powerful satelites to places like warp points. However, that would be a lot of work.... I'd be satisfied with more long range weapons that can touch satelites.
Really loving the mod guys, keep up the work!
Alneyan: good point regarding the crippling effect of making the CQuarters boarding parties!
-Jim
[ April 26, 2004, 02:45: Message edited by: jimbob ]