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  #1  
Old January 8th, 2001, 11:04 AM

Emperor Zodd Emperor Zodd is offline
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Default Small Anti-matter Torpedoes

Small Anti-matter torps are lame with such a large size(10kt) and can only fire every other turn,plus have a range of only 2 and can only target ships and planets.

With more powerful and smaller rocket pods,I have no use for them.

They need something extra for all that weight(which leaves less room for engines and such) and less bang than rocket pods.

Since we have no stand-off weapons for fighters,I think we should extend the range on these little torps. But how much? One or two?(not much of a stand off,but we cant make attack fighters invulnerable can we?) And raise the cost?
But even with this mod I would probably still wouldn't use it. For medium and large fighters, I would use a rocket pod and a small cannon,to create a multi task fighter.
For small fighters,the torps take up too much space.

Give me some feedback,thanks.



[This message has been edited by Emperor Zodd (edited 08 January 2001).]
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Old January 8th, 2001, 04:15 PM

apache apache is offline
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Default Re: Small Anti-matter Torpedoes

You only get one shot with rocket pods. But you can use torps the whole battle. I agree though, they should not be 10 kt, since you will get more damage with 3 DUCs. Most of the weapons in the game need some major balancing anyways. Look at small phased polerons. They are 6kt and have absurdly low damage. Hopefully MM will take a long look at this stuff for the next patch.
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  #3  
Old January 8th, 2001, 04:45 PM
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Puke Puke is offline
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Default Re: Small Anti-matter Torpedoes

quote:
Originally posted by apache:
You only get one shot with rocket pods. But you can use torps the whole battle. I agree though, they should not be 10 kt, since you will get more damage with 3 DUCs. Most of the weapons in the game need some major balancing anyways. Look at small phased polerons. They are 6kt and have absurdly low damage. Hopefully MM will take a long look at this stuff for the next patch.


I think most things are balanced. some are more powerfull low in the research tree, others you have to get up a few levels before they pay off. likewise some weapons are better as their smaller component than as ther larger. not everything breaks down to simple distance/damage/reload, there are more involved payoffs in different angles of the tech tree.

small PPBs should not necesicarily be uberweapons just because PPBs are, the balance factor there could be that they dont scale well so you get a useless small weapon in exchange for a killer standard weapon. thats an extreme example, but you get the idea.

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Old January 8th, 2001, 06:47 PM

apache apache is offline
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Default Re: Small Anti-matter Torpedoes

Well, I think all the weapons should be balanced for weight and damage, and then factor in how much research you had to do to get it. DUC's should be good early, when you do not have anything else researched, but later on, when you have spent all that research, more weapons should be able to do a better job.
So back to the subject, small DUC's are just too damn useful on fighters at the end of the game. What is the point of researching anything else? Now, big torps take a hell of a lot of research before they become a competetive weapon. The little torps are just useless because you get more than twice the damage with an equivalent weight DUC 3s as you do with torp 3s. They should be balanced so that they are useful to use in lieu of DUCs.
And on big PPBs, I do think they are a little too powerful for their weight. I see a lot of stuff in the game that I wonder if its a typo or intended. Take shield regenerators for example. Level 1-4 all weigh 20 kts and are successively more powerful than the previous one, with level 4 giving 20 shield points for 20 kts. But level 5 comes up and is 25 shield points for 30 kts. Its actually worse than level 4 shield regenerators.
What I just want is balance between everything in the game.
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Old January 8th, 2001, 07:12 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Small Anti-matter Torpedoes

There are MANY unused pictures for small components in the components graphics directory. I have made small weapons for most of these. Small AM Torp has been augmented with small Quantum Torp, for example. Yes, I agree the size is too much and have shrunk both to 6kt. I've also added Small Wave-motion Gun, Small Shield Depleter, Small Point-Defense (yes! there's a picture) and made fighters potentially REALLY useful in planet attack by adding Small Neutron Bomb, and Small Plague Bomb, and expanding these and Small Rocket Pods and Small "Cluster Bomb" (Small Plasma Bomb in my set since it's the small Version of Planetary Napalm) to five levels. Hey, plague comes in five distinct levels. If I have to have five levels of small weapons, may as well use it.

I've also split smaller stuff into two seperate tech fields since all these small components should be available for either fighters or DRONES when they appear. (They darn well BETTER appear!) There's "Smaller Weapons" for just the weapons and "Smaller Components" for other things like small ECM and Combat Sensors, and small shields. I've added small phased shields, too. Now if I could just find an image for "phased point-defense" so these would be necessary. I've not YET put small engines into "Smaller Components" but I plan to because these should be available for DRONES too, when MM finally implements them.

Oh, I dropped the research cost of fighters to 50k like other units. The reason for the high cost was carriers, I think. So, I put carriers in a seperate field. When you research fighters level 1 you find the tech field of carriers, which costs 100k per level. If you don't want to research carriers you can still have fighters for no more than satellites or mines. This seems much more reasonable to me. The fighters field still has 5 levels, though. I've added a "Gunboat" as a super-large fighter at level 4 -- you might consider it a Star Fleet Battles "Pseudo-fighter" at 50kt -- and the fighter bays are at levels 1/3/5 instead of 1/2/3.

Oddly, despite all my mods of smaller vehicles and related components, I hardly use them myself. So, I'm not sure how well balanced my choices are. I guess editing the game is almost as much fun as playing it.


[This message has been edited by Baron Munchausen (edited 08 January 2001).]
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