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May 16th, 2005, 05:18 PM
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Private
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Join Date: May 2005
Location: VA
Posts: 18
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Re: On Psychic Tech and Gameplay Balance
Thanks for the quick replies
my ships were not even using alliegance subverters (I may have had one or two in my fleet, but they only really worked a few times) because my opponents eventually began to use master computers. The main problem seems to be with ship accuracy. The scenario was something like this
his ship:
starbase
regular direct fire weapons (torpedoes, graviton hellbores)
no training
combat sensors/ecm
my ships:
light cruisers
stealth armor
full ship/fleet training
combat sensors/ecm
+10% attack/defense race bonus
Now, clearly, my ships are ahead as far as accuracy/evasiveness. However, my opponents _never_ seem to be able to hit my ships (practically, they have damaged a few of my ships on maybe 3 occasions). Shouldn't the enemy ships be hitting at least a little bit more often? also, is this a balance issue?
again, I really appreciate the help
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May 16th, 2005, 05:24 PM
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Brigadier General
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Join Date: Aug 2002
Location: Carlisle, UK
Posts: 1,826
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Re: On Psychic Tech and Gameplay Balance
Quote:
Kevin_Raven said:
my ships:
light cruisers
stealth armor
full ship/fleet training
combat sensors/ecm
+10% attack/defense race bonus
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Light Cruiser: Hull gives +10% to defence.
Stealth Armour: +15% to defence.
20% Attack/Defence from Training.
10% Attack/Defence Bonus from Racial Characteristics.
That's a 55% extra defence bonus to your ship, and I'm unsure how the Fleet Bonus works myself. That's not unbalancing or anything to do with the Psychic Tech. It's Good Ship Design and Tactics.
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May 16th, 2005, 07:21 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
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Re: On Psychic Tech and Gameplay Balance
Kevin_Raven said:
"Thanks for the quick replies
*SNIP*
Now, clearly, my ships are ahead as far as accuracy/evasiveness. However, my opponents _never_ seem to be able to hit my ships (practically, they have damaged a few of my ships on maybe 3 occasions). Shouldn't the enemy ships be hitting at least a little bit more often? also, is this a balance issue?"
Not that I can see. Better planning and research on your part appears to be the cause your ships are winning. I've played against people without racial techs whose ships were unhitable, because of the racial characteristics they took. I just happens sometimes.
[EDIT]
About the combat replay. Everyone should see the same thing -- ships fireing, getting hit, blowing up, and the like. If the beams and seekers don't appear, it could be some missing files in the game install, caused by some botched mod. If thats the case, its possible they'd get an error message from time to time.
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May 16th, 2005, 07:48 PM
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Corporal
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Join Date: Dec 2003
Posts: 104
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Re: On Psychic Tech and Gameplay Balance
I have also been in game that was had 6 players by game 30 it was over, one player went all out on space combat and targeted research to techs that gave additonal bonus's, icould occasionally hit him with a Lvll2 CS, but that was only because i also had a racial bonus, lees tha half his everyone else had the default.
personally i like psychic tech, was in a game awile back 3000 points mandatory to racial tech pick, ten players everyone except one poor player chose religious as one of the two. i went for 3 techs R,T,P, even with resulting hadicaps that imposed i won, and i did use all 3 techs in the ship designs.
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