|
|
|
|
 |

February 17th, 2005, 02:14 PM
|
 |
Major
|
|
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Splitting PD
Well there goes another otherwise damn fine plan...
Still I might as well give it a try, what's the worst that can happend hey?
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
|

February 17th, 2005, 02:20 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: Splitting PD
If I understand you correctly, you would like missiles to have a defence penalty. If that's so, this line in settings.txt is your friend:
Quote:
Seeker Combat Defense Modifier := 40
|
A negative number should work fine, but I have never tested it. I am not sure I understand what you would like to do though (besides toying with the AI, but that's something I know nothing about).
|

February 17th, 2005, 03:56 PM
|
 |
Major
|
|
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Splitting PD
Quote:
Alneyan said:
If I understand you correctly, you would like missiles to have a defence penalty. If that's so, this line in settings.txt is your friend:
Quote:
Seeker Combat Defense Modifier := 40
|
A negative number should work fine, but I have never tested it. I am not sure I understand what you would like to do though (besides toying with the AI, but that's something I know nothing about).
|
Nothing to do with the AI, infact avoiding AI poking is the aim of the plan.
The idea is: Give seekers a defence penalty, but the PD cannon less good at hitting things. These two should balance out if I put the same number in both right?
If thats right then the PD cannon would also be less good at hitting fighters, but still effective against missiles. So making fighters more usefull without having to split PD into two seperate groups and mucking around with the AI.
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
|

February 17th, 2005, 04:09 PM
|
 |
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: Splitting PD
You should then remove that defence bonus seekers get, and reduce PDC accuracy bonus by the same amount, and voilà! Seekers are still as easy to hit, and fighters will be harder to hit.
I am not sure if a negative value would work here, but I think it would be fine (planets have a negative defence penalty).
|

February 17th, 2005, 06:49 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
|
|
Re: Splitting PD
Quote:
Phil said:
Well there goes another otherwise damn fine plan...
Still I might as well give it a try, what's the worst that can happend hey?
|
You succeed and we are all envious and steal your work for our mods.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

February 18th, 2005, 10:16 AM
|
 |
Major
|
|
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Splitting PD
Quote:
Atrocities said:
Quote:
Phil said:
Well there goes another otherwise damn fine plan...
Still I might as well give it a try, what's the worst that can happend hey?
|
You succeed and we are all envious and steal your work for our mods.
|
Possible, but then imitation is the sincerest form of flattery
Anyway thanks Alneyan , that was exactly the line I wanted. Seekers still get knocked out of the sky but fighters have a good chance. Perfect
Unfortunately I've now lost another excuse not to start the game story I've been promising myself I will write "just as soon as the mods finished". Bugger I may actually have to start it this weekend 
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
|

February 18th, 2005, 05:11 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Splitting PD
PD missiles can be very useful and entertaining too.
With no autofire built in, your ships will have to use their multiplexing to pick and fire at incoming missiles / fighters / etc.
Although each missile individually has 100% chance to hit, there are still the problems of lead-time and overkill.
The former involves the fact that your missile must reach the enemy missile before the enemy missile reaches your hull 
The latter involves organization between ships and among the weapons of each ship. You want to spread out your targets, so that you don't waste missiles against targets that have plenty of missiles inbound.
Overall, you get a healthy mix of offense and defense chance. When the defense outnumbers the offence by a large margin, there is still a chance to score some hits. Missiles fired from short range are liable to hit their targets before the PD can land their shots. The defenders will also be firing a lot of overkill, wasting supplies.
As the number of attackers increases, the missile targets spread out more, and you get less overkill. Defense efficiency improves, although they still will suffer more hits due to the larger volume of fire incoming.
__________________
Things you want:
|
| Thread Tools |
|
|
| Display Modes |
Hybrid 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
|
|
|
|
|