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March 20th, 2003, 03:54 AM
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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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Re: Thoughts behind mounts
There is a mount mod out. And I agree.
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March 20th, 2003, 05:49 AM
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General
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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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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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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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March 20th, 2003, 06:30 AM
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Re: Thoughts behind mounts
After playing around making a few modded mounts that are better in a balance prespective, I've found that the AI will religiously put the largest possible mount it can, assuming that the size will increace the damage sufficently.
This is annoying, as I want mounts that are tactical rather than simply "better by default".
Poking around in the AI design files has made me come to beleive that there is no way to specify to the AI either a ratio of different mounts to use or a "maximum mount" on specific designs.
Does anyone who knows more about the AI files (which is basically everyone ) have any suggestions as to how I might be able to have more control over the way the AI uses mounts, or are we stuck with a system where the AI will blindly assume that the bigger mounts always yield better results?
Chris Woods
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March 20th, 2003, 06:47 AM
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Shrapnel Fanatic
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Re: Thoughts behind mounts
The AI uses the Last mount in the list that is available to that size of vehicle, period. All you can do is put the most general mount Last, so the AIs will use it.
[ March 20, 2003, 04:48: Message edited by: Imperator Fyron ]
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March 20th, 2003, 06:59 AM
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Colonel
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Re: Thoughts behind mounts
size requirements can be exploited here you know
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March 20th, 2003, 07:04 AM
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Re: Thoughts behind mounts
So, correct me if I'm wrong in assuming I could do the following:
1> Create multiple entries for each mount with respect to both the min and max vehicle size. (ie, the same mount, but an entry for vehicle sizes 150-250, 300-500, etc.) -- this should be invisible to the player so that he or she only sees one "large mount" option per ship design.
2> Order them in such a way that the AI only uses the larger stylized mounts when it seems halfway appropriate to integrate them.
3> Finally, the mounts can't be too specific else the AI ships will all have obvious weaknesses based completly upon the size of the ship. (ie- all "battlecruiser" AI ships will use "large ER mounts" which will get cut to peices by small, fast ships.)
---
Ok, so thats a challenge. And it raises another question:
Can I control the AI to use mixed arms? ie- make fleets consisting of ratios, like "1 Battlecruiser to 2 Destroyer to 2 Escort"? That would give me enough flexability to make the AI use mixed mounts that would (hopefully) make for much more intresting tactical combat.
Any help here greatly appreciated. Taking this AI apart isn't easy.
Chris Woods
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