|
|
|
|
|
January 28th, 2004, 10:56 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Ship weapon loadout
if you can't see a difference, pick one and go with it.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
January 28th, 2004, 11:02 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ship weapon loadout
no it was a koth game... I went all fighters against your ships and intel attacks... I did not lose a single ship or planet... I remember it quite well... Took like 50 turns or something. around a year ago.. The only reason why I remember is because... It was the perfect game...
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
January 28th, 2004, 11:05 PM
|
Corporal
|
|
Join Date: Jan 2004
Location: Ann Arbor
Posts: 100
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ship weapon loadout
*sighs* i think we should lock tesco and geo in a carrier's fighter-bay and let them go at it.
|
January 28th, 2004, 11:34 PM
|
|
Major
|
|
Join Date: Jan 2003
Location: Oslo, Norway
Posts: 1,030
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ship weapon loadout
Quote:
Originally posted by oogs:
..... But I cannot seem to decide between a designing a carrier that can launch 30 fighters each combat turn (and hold 168 heavy fighters) or a carrier than can launch 20/turn (and hold 302 heavy fighters).
Which of the two would seem better, and why? I have some ideas of my own, but they are why I can't choose either option - i don't see a clear advantage in either design.
|
It really doesn't matter, both are valid designs.
The one thing you have to keep in mind (for strategic combat) though is to include direct fire weapon so your carrier dont run to the corner. There is nothing sillier than to have your fighters arrive at the frontline in small batches that are easy meat for the PDC.
__________________
Never trust a cop with rubber gloves.
|
January 29th, 2004, 01:08 AM
|
|
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Ship weapon loadout
I would lean toward 30/168. That gets all the fighters in action in 6 turns, where the other would take 16.
Also, 30/168 finishes with a group of 18 fighters, but 20/302 ends with a measly 2.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
January 29th, 2004, 01:21 AM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Ship weapon loadout
Quote:
Originally posted by tesco samoa:
no it was a koth game... I went all fighters against your ships and intel attacks... I did not lose a single ship or planet... I remember it quite well... Took like 50 turns or something. around a year ago.. The only reason why I remember is because... It was the perfect game...
|
Ah yes. I must have blocked it out.
But I still maintain fighters weren't all that important. In my somewhat fuzzy recolection you pretty much out did me in every area. You could have easily wiped me out with escorts in equivalent numbers to what you were able to throw at me.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|