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June 20th, 2002, 09:47 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Rumours, Suggestions, Features on the Next Update
My answer has always been to increase the damage resistance of the missile. I went on the assumption that the missile 'soaked up' more of the damage not only because it was stronger, but that maybe it was more agile, so drew/avoided a lot of the fire directed it's way.
Oh, and if you increase the missile speed, it reduces the number of chances the PD have to shoot at it. (I found the unmodded missiles moved so slowly that retreating ships could get two or three PD volleys off by the time the missile closed the distances).
Just my $.02
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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June 20th, 2002, 02:44 PM
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General
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Join Date: Jul 2001
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Re: Rumours, Suggestions, Features on the Next Update
Hey Rogue0001
Thats a great idea.
I vote for that one as well
I can use the autocad plotters at work to print up the maps....
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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June 20th, 2002, 05:36 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Rumours, Suggestions, Features on the Next Update
Quote:
Originally posted by jimbob:
My answer has always been to increase the damage resistance of the missile. I went on the assumption that the missile 'soaked up' more of the damage not only because it was stronger, but that maybe it was more agile, so drew/avoided a lot of the fire directed it's way.
Oh, and if you increase the missile speed, it reduces the number of chances the PD have to shoot at it. (I found the unmodded missiles moved so slowly that retreating ships could get two or three PD volleys off by the time the missile closed the distances).
Just my $.02
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Yes, missiles are much too slow by default. I've boosted even the standard CSM to move at speed 9 by the time it reaches level 5. The Plasma Torp/Missile moves at 12, which no ship can possibly match even with combat thrusters. Only fighters can match that speed.
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June 20th, 2002, 05:51 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Rumours, Suggestions, Features on the Next Update
This is just my opinion, but I think all the problems with balancing the missles come from making them available at game start, but not allowing point defense until after a lot of research. With SEIII missles come around about the same time as PDC, so you can make them tougher to kill without making them impossible to beat early on.
So either require some research to get to missles, or allow some weak form of point defense early on. Then you can do a better job of balancing them so they Last longer without throwing the early game so terribly out of whack.
Reasonable?
Geoscho
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June 20th, 2002, 06:17 PM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
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Re: Rumours, Suggestions, Features on the Next Update
I'm always on the look out for little bits and pieces of suggestions on things like game balancing. You guys should check out my mod when it comes out in another half a year! 
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June 20th, 2002, 06:29 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Rumours, Suggestions, Features on the Next Update
Quote:
Originally posted by geoschmo:
This is just my opinion, but I think all the problems with balancing the missles come from making them available at game start, but not allowing point defense until after a lot of research. With SEIII missles come around about the same time as PDC, so you can make them tougher to kill without making them impossible to beat early on.
So either require some research to get to missles, or allow some weak form of point defense early on. Then you can do a better job of balancing them so they Last longer without throwing the early game so terribly out of whack.
Reasonable?
Geoscho
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Or have a smaller class of missiles available at first and make the CSM start a few levels up the tech tree. If missiles do less damage per hit then they will not be so unbalancing even without PDC to counter-act them.
I've always thought that armor should be available right away, at least basic armor. How hard is it to make steel armor if you've got steel for ships? Then put emissive armor and other 'fancy' stuff further up the tech tree where it belongs.
[ June 20, 2002, 17:33: Message edited by: Baron Munchausen ]
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June 20th, 2002, 06:36 PM
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Sergeant
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Join Date: Jan 2002
Location: New York
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Re: Rumours, Suggestions, Features on the Next Update
I think the of giving missles simulated evasion is easily accomlished by shortening the range of PD. Just say that only in the Last two sectors before hitting a target are the missles on a "direct" path. Before that they spiral, zag and loop around making them impossible to hit.
To me there is no realism if a barage of 20 missles are launch and none get through. If PD reaches one square, two at max, then point of defense is really a local thing. No more PD ships covering your entire fleet.
Which brings up another gripe I have been harboring, which pertains largely to missle attacks, but to all attacks as well using beams.
I would like the options to give my ships a spread or covering fire order...where they would divide up their shots or missles between as many targets as their trackers allow. At present, trackers don't really add much to strategic combat, unless your volley destroys a ship. After being able to track 2 ships, three if you are facing an inferior opponent, they become a bit worthless. With this order you could tell a missle ship or WP to launch its missles at multiple targets.
Don't you hate seeing your WPs launching 30 missles at one ship...or seeing the AI do it. Would be a good thing to have in conjunction with high damage weapons: null-space, PPB (if your opponent doesn't have phased shields), psychic sigularity thing, engine damaging.
Think about it...a lvl 5 tracking device and five null-space cannons. With luck you could reduce five ships to one movement in one turn.
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