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  #1  
Old June 17th, 2002, 09:12 PM

PirateRob PirateRob is offline
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Default Fighters and Missiles

Ok, I have two questions.

1) Fighters:
Has anyone come up with a viable fighter using strategy where fighters represent at significant threat throughout the game? OR has anyone got any good ideas for modding fighters to make them more effective main combat units?

2) Missiles.
Has anyone thought of modding in "Decoy missiles" to help saturate PD cannons? My idea is to have a low cost / low space missile component that does 1 point of damage at the same range as the various missile techs. Missile Users could load these on thier ships in the hopes that the PD cannons would target them instead of the REAL missiles.

Rob
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  #2  
Old June 17th, 2002, 09:16 PM

AeoN2 AeoN2 is offline
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Default Re: Fighters and Missiles

Decoy missiles sound like a very good idea... but would have to take care not to make it too powerful, since you would always put the decoys on the ship first so they would always be targeted first (right?) ... so all decoys would be destroyed before any real missiles, which isn't very realistic...

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  #3  
Old June 17th, 2002, 09:18 PM

AeoN2 AeoN2 is offline
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Default Re: Fighters and Missiles

Maybe making a max number of decoy missile mounts that can be on a single ship...
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  #4  
Old June 17th, 2002, 09:33 PM
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Default Re: Fighters and Missiles

About the only fighter strategy usefull long term is one that I have heard called the "Big Wing" strategy, although I do not remember who I heard call it that.

Basically you need the largest fighters you can build with the best shields and strongest weapons. Build them and launch them in massive Groups. 100 is optmimal if you can do pull it off. Since each group acts as one vehicle for combat purposes you will have in effect a vessel that can deliver a respectable amount of firepower with each shot. And the large size of the group and heavy shielding will allow them to withstand more than a few shots form the advanced PDC cannons and other weaponry you are likely to face.

Even with this though they are going to take heavy losses. They will do some damage going down though and allow your capital ships a few extra combat rounds to do their thing.

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Old June 17th, 2002, 09:39 PM
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Default Re: Fighters and Missiles

I think both of your questions are asking how to keep fighters and missiles valuable in the late game.
You might have a look at the QMod I posted in the Mod section: increased fighter size and increased missile damage resistence do the job quite well IMHO.
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Old June 17th, 2002, 09:58 PM
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Default Re: Fighters and Missiles

I posted a different idea to fix figter/missile-pd balance some time ago, I'm not sure if it's possible to mod this right now though.

http://www.shrapnelgames.com/cgi-bin...=005762#000000
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