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May 7th, 2001, 07:32 AM
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Private
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Join Date: May 2001
Location: Braunschweig
Posts: 8
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Re: Fighters are now unbalanced
I like the idea to kill the strategical move of fighters to zero and only have them combat movement.
They still could stay in space forever - but only at the point their carrier released them.
At a planet or at a carrier this would depict the fighters are 'on patrol' and just make short landings on the planet/carrier for crew shifts and resupply.
Another way could be to cut their movement to only 1 or maximal 2 spaces away from a landing point (or maybe 1/2 their maximal move) - depicting the same 'patrol' mechanism as before, but the 'main patrol' is at the location where the squadron is shown on the map.
But will be hard to programm, as the fighters should be destroyed when their 'landing base' moves away or is destroyed.
murx
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May 8th, 2001, 01:27 AM
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Sergeant
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Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
Posts: 236
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Re: Fighters are now unbalanced
I'd actually like to go the other way. I'd prefer a system in which you had a short detection range (not able to see ships everywhere in the system, just within 2 sectors or so of your ships), let fighters move on the system map but make them land by the end of the turn. This would allow Midway-like carrier battles.
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May 8th, 2001, 01:40 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Fighters are now unbalanced
Go idea BB.
It does seem odd that you can always see an uncloaked ship from anywhere in a system. I guess that is hardcoded though.
If it could be changed it could give a use for the long range scanner. If basic ships and planet could only see 1-3 spaces then researching the long range scanner would give you a big strategic advantage. It would make planets located near a WP more valuable early in the game and probably make First contacts harder.
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May 7th, 2001, 02:07 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
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Re: Fighters are now unbalanced
I like the idea about not being able to see the whole system without sensors or patrols. In Sid Meier's Alpha Centauri (SMAC), cities can see 3 spaces around them, units (troops, ships, etc) can see for 2. They also have sensors that you can build to increase range and monitor perimeter, etc. You NEED to patrol and build sensors to defend your territory.
This IMO would definitely increase the importance of long-range scanners, fighter patrols, etc. in SE4 - especially around the fringes of your empire. Right now, long range scanners, etc. are useful, but not vital. It would IMO add a nice touch....
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May 7th, 2001, 02:45 PM
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Corporal
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Join Date: Feb 2001
Location: Vienna, Vienna, Austria
Posts: 170
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Re: Fighters are now unbalanced
1-3 squares sighting range:
an excellent idea. You should suggest MM this. Hidden movement rules are a must for any intelligent strategy game.
bye
Klaus
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May 7th, 2001, 02:58 PM
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Captain
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Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
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Re: Fighters are now unbalanced
I think his idea was that there is a lot more then what you actually see. Like how he explains the way resources get to your homeworld by merchant ships that you can not see. So it could be that your planets may have radar or some other way to track movement in the system and can see uncloaked ship movements. Kind of like were do all your people live? In houses, condos, etc.
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