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Old May 7th, 2007, 02:21 AM

Tnargversion2 Tnargversion2 is offline
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Default Re: Balance Mod v1.06

Quote:
Captain Kwok said:
Greetings!

I'm re-working some of the AI's designs for the next mod update to go with this week's upcoming SE:V patch, so I'd appreciate some thoughts or comments on generally effective combat designs etc.

I've mirror this topic on the BM's SE.net forums as well:
http://www.spaceempires.net/home/ftopict-2529.html

Not sure if this is what you mean, but are there races that build off of certain doctrines?

Example would be races that rely heavily on fighters and carrier tech.

Races that build vast armadas of fast, agile, smaller frigates and destroyers that swarm convential fleets.

Races that rely on slow, uber armored juggernauts with massive mount weapons but have fleets that employ PD and light weaponry escourts.

Races that research particular styles of weapons and then stick with that particular weapon (CSM, Torpedo, DUC, APB, Ion, ect.). Like the indivdiual raes in the Star Trek Mod that had their own racial weapons.

A sly race that is known through out the galaxy for their deployment of cloaked drone launchers.

An aggressive race that gains its research through capturing other vessels and then analyzing it.

Races bent on researching unconventional weapons such as planet and star destroyers.

Purely defensive style races that rely heavily on Warp Point Defense Bases and Defensive style ships.

Slaving races that build fleets simply to capture planets effectively with the races intact.

A jack of all trades race that knows how to balance all of the above with a good mix of everything to counter just about everything, but only just average at doing these tasks.

Do you know if the new patch is going to address the fact that some of the areas of the strategies can not be adjusted as of 1.33. If so I had some good ideas for fighter strategies and design that seemed to work great in the simulator prior to 1.33.
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