Re: Torpedo question
Ok, I will give you the best example I can.
For this example I will not use Aggressive or Defensive bonuses as the race that proved the worth of Torpedo ships to me did not use these bonues.
The Ships
Using Max Mounts
Ship 1
Battle Cruiser
1 Master Computer III
6 Quantum III engines
1 Phased Shielding V
1 Multi-Tracker IV
1 Combat Sensor III
1 EMC III
2 PDC's V
3 Quantum Torpedos V
1 Stealth Armor
1 Scattering Armor
1 Emissive Armor III
2 Solor Collector III's
1 Neural Combat net
1 Solar Sail III
2 Shield Regenerator V
Second Ship
Battleship
1 Master Computer III
5 Quantum Engines III
1 Solor Sail III
1 Stealth Armor
1 Scattering Armor
1 Neural Combat net
2 Phased Shielding V
3 Shield Regenerator V
1 Multi-Tracker IV
1 Combat Sensor III
1 EMC III
1 PDC's V
1 Quantum Reactor
1 Self Destruct Device
2 Shield Depleter V
5 Anti-Proton Beam XII
You create a fleet of say 75 of ship one, and 25 of ship 2 then train one or all of them at a training facility to 20%
In the mean time you build the standard PPB ships that we normally see in a game. Same class, including some of the same weapons, except PPB's instead of Torpedos and Anti-Protons Beams.
Create a fleet with say 100 battle cruisers and 50 Battleships.
Train them all to 20% as well.
Then in a PBW game have them battle.
The Torpedo ships will lose my be 25% of their ships, but there will not be one PPB ship left.
I have play tested this and was surprised. Simulators do not accurately show how a ship will do in combat. For some reason, and I am not an AI or Code person, SEIV give first shot or something to the ships that have Torpedos. Why I don't know.
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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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