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Old November 4th, 2006, 02:36 PM

Shadowstar Shadowstar is offline
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Default Re: Any way to have a ship cycle its weapons/targe

Really kinda makes researching larger ships pointless doesn't it?

Why use a group of big ships when you can just throw 30 or 40 frigates at someone, knowing they won't be able to shoot them all...

The strategies should either use a damage prediction model, to see how much damage a single shot is likely to do, and then count that when each weapon is fired, or they should have a cycle targets option. I could see priority spreads being very useful in strategies.
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Old November 5th, 2006, 12:21 AM
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Default Re: Any way to have a ship cycle its weapons/targe

I believe destroyers are actually better than dreadnaughts on an equal cost basis. Did several simulations with that.
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Old November 5th, 2006, 12:34 AM
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AAshbery76 AAshbery76 is offline
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Default Re: Any way to have a ship cycle its weapons/targe

It actually makes mixed fleets important.
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Old November 5th, 2006, 02:58 AM
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Default Re: Any way to have a ship cycle its weapons/targe

One way to make bigger ships more interesting at the moment might be that their mounts decrease the weapon reload time instead of increasing the damage amount.
But of course the damage prediction calculation would be the ideal solution.
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Old November 6th, 2006, 03:11 PM

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Default Re: Any way to have a ship cycle its weapons/targe

What I did in SE4 Starscape was make it so that the larger ship sizes would increase accuracy, while smaller ships would have lower accuracy. This could work here as well. I like the idea of making larger mounts increase firing rate instead of damage but it doesn't seem very realistic, unless you say that instead of making the weapon bigger they just add more "barrels" in a kind of howitzer or chaingun mechanic.
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