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Old January 16th, 2001, 12:26 AM

Sinapus Sinapus is offline
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Default Re: Evil mod idea about missiles

quote:
Originally posted by Taqwus:
*frown*

It may actually make the game harder -- certain AIs like to defend their planets with missile-laden WPs, but for now a high-tech ship can orbit the planet at a short radius, keep bLasting with range-8 weapons, and never get hit. But then, I rarely use missiles myself (being mostly a late-game warrior), so maybe it would make it easier. Hrm.

I've built battleships that move at combat speed 6, without advanced prop -- against that speed, none of the CSMs are particularly useful, and even Plasma IV/V can't catch up -- they tie. So it might possibly help the computer defend its planets (albeit better would be convincing it to build fighters, to use intel to capture ships threatening it, and to launch mines when a system is threatened -- in 1.19, hard, I've caught AI planets that had mines in their inventory that should have been launched before I got there, even when they *knew* that I had a ship in range. Suggestion sent to Malfador.)

Perhaps base/WP missiles could be presumed to have much more powerful launchers, and get their full movement immediately upon launch rather than the turn afterwards...




Well, I was also thinking about the AI when I destroyed a neutral race and had to resort to missiles and standoff attack them. I wanted to make things more difficult by giving WP weapon mounts the same benefits as base weapon mounts. E.g, more range.

As for what to do with AI and missiles, didn't the Sergetti mods give them two attack ship types? Why not arrange for a missile and a point-defense attack ship and defense ship designs for the AI? (And try to get them to build it correctly/place in fleets.)

I haven't looked too closely at the Sergetti designs. Do they have some sort of ratio for those two attack ship designs in the game?


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