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  #1  
Old January 25th, 2001, 12:36 AM
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Seawolf Seawolf is offline
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Default Re: Seekers ability to hit a target.

Considering the reload time, the fact that they are the heaviest weapon and are expensive to research I don't think that they don't miss is a big issue. Also they are easy to counter, for each missile launcher I can put in 2 PDC and have 10 tons left over, or just run away from them.

With advance targeting systems I can see a 100% hit chance.

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  #2  
Old January 25th, 2001, 01:09 AM
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Default Re: Seekers ability to hit a target.

quote:
Originally posted by Nyx:
The only thing that bugs me about seekers is that they can't target fighters, when IRL missiles are the primary method of shooting down fighters.

However, I can live without it because the poor litle guys are already so helpless against PD cannons.




Sure, fighters are helpless against PD cannons. But have you ever seen the AI put PD cannons on anything smaller than a Cruiser?

This means that those little guys, in sufficient numbers, are an incredibly powerful weapon at the start of the game.

IMHO, someone looking for a challenge against the AI would do better to disavow use of fighters than to disavow the use of mines...

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Old January 25th, 2001, 01:12 AM
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Default Re: Seekers ability to hit a target.

NOW I can't believe that you guys LIKE that seekers always hit -- regardless of target ship size, initial distance, ECM level, or environment (nebula or storm). As far as PD goes, it is not a guaranteed defense, it has to be researched, and is a waste unless the enemy happens to be using seekers or fighters. And even though missiles are heavy, they do tons of damage, much more than anything else at the beginning of a game with low starting tech.

HELLOOOO PEOPLE! The simple, complete solution to the so-called "missile dance" problem is to enable their to-hit probabilities. No wonder the AI has problems!
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Old January 25th, 2001, 01:34 AM

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Default Re: Seekers ability to hit a target.

Ummmm, wouldn't that just make them really slow beam weapons?

-Drake

[This message has been edited by Drake (edited 24 January 2001).]
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Old January 25th, 2001, 02:12 AM
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Default Re: Seekers ability to hit a target.

quote:
What do you want fixed? The fact that the game shows a "to-hit" percentage for missiles, or the fact that they always hit


I am not sure I wanted anything fixed. Pretty much I was just trying to confirm wheather or not what I thought I was seeing was correct.

I guess when you think about it a small, manuverable, missle should be able to pretty much able score a hit every time. We are pretty close to being there now with present day technology. In the future, in space with no wind to factor in, and considering the targets are much much larger than the missle, and much less manuverable, then it should hit every time if it doesn't run out of fuel before it makes contact.

Perhaps there will be an element of chance, say a missle is a dud or something like that. But most likely it would be so rare as to not be needed to be figured in for game purposes.

I think the real "problem" if there is one is that missles are available as a starting tech. This makes it much harder on the ai, unless they happen to have missles as well.

Didn't you have to research to get CSM's in SEIII? The early game then was much more touch and go simply because if you wanted to hit the Ai's escort with your APB/MB you had to get in range for him to hit you too.

I remember several times in SEIII that I would play a few hours on a game before I could say I had it under control. With SEIV that pretty much happens by turn 40 at the latest. By that point I am too far ahead of all the ai's for them to seriously challange me.
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Old January 25th, 2001, 03:43 AM

Marty Ward Marty Ward is offline
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Default Re: Seekers ability to hit a target.

I think there should always be a chance for any weapon to miss, even just a tiny one. It make things a little more interesting.
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Old January 25th, 2001, 05:05 AM

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Default Re: Seekers ability to hit a target.

Missles should perhaps have a chance to do half damage on a percentage basis instead of missing to simulate a near miss. That would even it up a bit.

Missles are nearly unbeatable in the early game against the AI, but are almost worthless against a human ship (but not so worthless against planets) in tactical combat, what a difference. The ability to run out of range would be a major liability of missles if the AI would just do that a bit more often.
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