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August 24th, 2006, 11:33 AM
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Sergeant
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Re: v1.6b try #2
Downloaded 1.6b v2... missiles are faster!!!  Darnit! Missiles are still not fast enough!  Late game fighters and escorts can still outrun the missiles they are firing or being targetted by! See previous post please.
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August 24th, 2006, 09:22 PM
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Shrapnel Fanatic
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Re: v1.6b try #2
The missiles aren't going to get any faster...
Fast fighters are weak fighters, and in the late game you should be using more direct fire weapons.
In the late game missiles will still reach their targets despite the speed if you choose your strategies right (IE: missile ships should prioritize different targets than the DF ships, so the targets don't die before the missiles arrive)
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August 25th, 2006, 03:14 PM
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Sergeant
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Re: v1.6b try #2
OK fine but I still think it is crazy to have missiles that can be outrun by the targets! Nevermind the insanity of firing a missile that is slower than the ship you are in.
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August 25th, 2006, 03:49 PM
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Lieutenant Colonel
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Re: v1.6b try #2
Missiles would only be out-run in small skirmishes involving ships on the order of 10s. Carrier Battles is centered on large fleet operations, fleets in the 100s, plus fighters, and in those battles, you cannot run away from missiles because there is nowhere to move.
I haven't downloaded this version, but last I checked, the only missiles that could really be out-run in any normal situation were the planetary and capship missiles... for the anti-planet missiles, this is meaningless since the planet cannot run, and for the anti-ship missiles, only ships with large space dedicated to movement would outrun missiles, and in CB, that means you skimped on defenses and/or weapons, and thus your design will be useless anyway. It doesn't matter if you can move faster than the missiles when they're coming from all sides and it only takes a hit or two to disable something critical, and you got a dead ship.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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August 25th, 2006, 06:48 PM
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Shrapnel Fanatic
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Re: v1.6b try #2
Unlimited range + Slow provides gameplay improvement over short-range and fast.
Unlimited range + fast would be quite the munchkin missiles.
I could make some faster short range missiles, if torpedoes did not already fill the role.
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August 25th, 2006, 10:05 PM
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Sergeant
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Re: v1.6b try #2
Quote:
Will said:
Missiles would only be out-run in small skirmishes involving ships on the order of 10s. Carrier Battles is centered on large fleet operations, fleets in the 100s, plus fighters, and in those battles, you cannot run away from missiles because there is nowhere to move.
<SNIP>
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You guys keep saying huge fleets, Battle of Tudran, no place to maneuver, etc. SJ has already said that he isn't making the missiles any faster. Fine. I will. Why?
Because I don't play setups where I have 50 turns without contact in an enormous galaxy with limited players allowing the time for huge fleet build up. I don't play setups where anyone has the luxury of creating multiple 100+ ship fleets guarding every warp point entrance to my space. I understand that it is what you guys playing CB PBW games seem to enjoy. I just don't like it. I'm rather confused by the fact that you all seem to want me to like it. You all seem to want me to like it because your always referring to having things set up a certain way to basically encourage it. Great... have fun! Me I'm editting CB 1.6 v2 to have faster missiles!
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August 25th, 2006, 10:43 PM
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Lieutenant Colonel
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Re: v1.6b try #2
Well, you could do that. But really, there are reasons why the missiles aren't any faster than they are already, which is what everyone else is trying to say. Missiles are king in the early game when everything else is slow anyway, but there's still room to move around in battles. Then toward the end game, you need a variety of weapons to win any battle. The focus of the game is how to keep your fleets as balanced as possible, but if you increase the power of missiles too much (by increasing speed), the game simply becomes "who can build more missile boats faster?" And there comes a point where if you increase the speed any more, missiles just become glorified, never-miss, direct fire weapons.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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August 25th, 2006, 10:52 PM
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Second Lieutenant
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BSG Race Emblem
Submitted for your approval...
For the Battlestar Galactica race, a little image modification, to reflect the new series. The attachment has two bmps that go in the pictures/BSG folder.

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August 25th, 2006, 11:15 PM
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Shrapnel Fanatic
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Re: BSG Race Emblem
SCjazz:
Lets hit this from a different angle...
Given the slow missile speed, are you making more use of direct fire weapons?
Are you completely ignoring missiles?
Is the enemy damaging/destroying your ships with missiles still?
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