.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 17th, 2002, 09:12 PM

PirateRob PirateRob is offline
Private
 
Join Date: Mar 2002
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
PirateRob is on a distinguished road
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
Reply With Quote
  #2  
Old June 17th, 2002, 09:16 PM

AeoN2 AeoN2 is offline
Corporal
 
Join Date: May 2002
Location: Norway
Posts: 69
Thanks: 0
Thanked 0 Times in 0 Posts
AeoN2 is on a distinguished road
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...

--
AeoN2
--
Eat a live toad the first thing in the morning
and nothing worse will happen to you the rest of the day.
Reply With Quote
  #3  
Old June 17th, 2002, 09:18 PM

AeoN2 AeoN2 is offline
Corporal
 
Join Date: May 2002
Location: Norway
Posts: 69
Thanks: 0
Thanked 0 Times in 0 Posts
AeoN2 is on a distinguished road
Default Re: Fighters and Missiles

Maybe making a max number of decoy missile mounts that can be on a single ship...
Reply With Quote
  #4  
Old June 17th, 2002, 09:33 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
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.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #5  
Old June 17th, 2002, 09:39 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
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.
Reply With Quote
  #6  
Old June 17th, 2002, 09:58 PM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
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
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:37 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.