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January 13th, 2007, 03:22 AM
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Sergeant
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Join Date: Jun 2004
Posts: 305
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Re: SE V: Unique Abilities And Ideas
Hmmm...I thought about scout, but to me that implies a small, fast ship. What I was thinking about was AT original idea of a "Submarine" in space. Think, Romulan Warbird or Klingon Bird of prey. Something flying through enemy space undetected trying to find easy or undefended targets to destroy. To me scout just doesn't work. I was thinking about using "Raider" to define the class, but I wonder if maybe I should just do something like "Stealth Cruiser".
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January 14th, 2007, 07:03 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: SE V: Unique Abilities And Ideas
Quote:
the game restricts the accuracy to the range of 1% to 99%.
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Can you confirm this? I'm trying to put your excellent idea to use, but I'm finding that with 50ms PD guns and a -999 accuracy modifier formula, they don't hit *anything*. Tried this with a maximum of 15 PD guns, but every missile still got through every time. Lowered the acc modifier to -90% but then it became sort of overpowered even with only 4 PD guns. Putting it somewhere inbetween 90-99% should be fine, but then comes the problem with racial modifiers and such again, that's why I'd like to know if you can confirm the 1% chance to hit minimum part.
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January 14th, 2007, 07:28 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SE V: Unique Abilities And Ideas
Well, until recently, my troops had a net modifier of -30% to hit because the +100% wasn't working. (I put +100/-100 on them to make fighter weapons inaccurate against ground targets, except for the bombs)
Naturally, all the troops with ammo requirements ran out of ammo before a noticable hit was scored. But with a pile of laser troops zapping away, they eventually get got a hit flare.
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January 14th, 2007, 07:30 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: SE V: Unique Abilities And Ideas
Bad news, your idea reveals a big flaw with the combat engine, SJ. With time speed-ups you will get completely opposite results between missile ships and regular weapon ships with PD. On 8X time rate the PD appears to completely shut down, making all the missiles go through, even if no missiles get through at 1X. This is the case for both tactical and strategic combat. Doh.
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January 14th, 2007, 07:38 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: SE V: Unique Abilities And Ideas
And I bet if you set time to 1/8, the PD will magically get much more effective.
The way MM does time compression seems to be fatally flawed..
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 14th, 2007, 07:56 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: SE V: Unique Abilities And Ideas
Well, this certainly needs to be fixed. It's as if the combat engine doesn't check if it should fire. Perhaps the target-check is done at the same rate as in 1X speed, so the missiles become too fast to register when doing 8X speed; most of them, anyway. I'll send Aaron a mail about it.
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