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March 20th, 2003, 03:54 AM
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Private
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Join Date: Mar 2003
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Thoughts behind mounts
Hey all,
So some other comments by Users got me to thinking about mounts. Currently, I'm disatisfied with the way mounts are implemented. Basically, it's a "bigger is always better" syndrome, which doesn't make for good tactical consideration.
As an example, lets take "Large Mounts":
Cost x1.5
Tonnage x1.5
Damage x2
Supplies x2
So, basically what this amounts to is you get 2 weapons for the price of 1.5, as if getting larger hull sizes isn't enough of a reward in itself!
Mounts should not be a "no-brainer must use" thing as they currently stand. Take this counter-example for Large Mounts:
Cost x2
Tonnage x2
Range +3
Damage x1.5
Supplies x2
Ok, so now you get less damage per ton, but a better range. The better range results in the "first strike" oppurtunity, which can in some cases make up for the lost damage/tonnage ratio. This makes for a strategic consideration rather then a "must have, no brainer". Furthermore, you can remove any "minimum size" limit as the maximum hull space of the ship will eventually limit the mount you can put on it. Dreadnaughts are still better then 6 escorts for durability reasons as well as the sheer array of weapons they can use (Escorts lose a higher percentage of their space to engnies and bridge/crew/life support then a Dreadnaught will) but we haven't made escorts completly meaningless.
I really think the logic behind mounts needs to be reconsidered as the current model just falls prey to the "bigger is always better" mentality, and in a strategic game "no brainer" choices should be kept to a minimum.
Chris Woods
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March 20th, 2003, 03:58 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Thoughts behind mounts
There is a mount mod out. And I agree.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 20th, 2003, 05:49 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Thoughts behind mounts
Yes, mounts in SE IV are very simplistic. You can only apply ONE mount to a weapon, for example, while you could apply four or more modifiers to weapons in MOO 2. Maybe more? I dunno if there was an arbitrary limit or if there was just no weapon with more than four options available.
At least they can be restricted by technology in the latest patches. This allows all sorts of interesting variations within the restriction of one mount per weapon. Being able to apply some of the special damage types would be nice, too. Maybe for SE V.
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March 20th, 2003, 06:11 AM
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Colonel
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Re: Thoughts behind mounts
*lightbulb sparks above head* how about that:
Cost x1.5
Tonnage x1.5
Range -1
Damage x2
Supplies x2
and -1 for each size Category.
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Let the game begin!
Green bug from outa space!
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March 20th, 2003, 06:17 AM
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Lieutenant General
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Re: Thoughts behind mounts
Several mods use more balanced mounts. For example, large ship weapon mounts in Proportions have an accuracy penalty.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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March 20th, 2003, 06:24 AM
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Shrapnel Fanatic
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Re: Thoughts behind mounts
Adamant mod has totally removed the base SE4 ship mounts. I am not sure if the new mounts are 100% balanced, but they are much better than the mount system of unmodded SE4.
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