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June 20th, 2002, 03:26 AM
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Sergeant
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Join Date: Jul 2001
Location: South Carolina, USA
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Re: Rumours, Suggestions, Features on the Next Update
Quote:
This is already true except for missile level.. except that the PD cannons get such a ridiclous combat bonus that you never really notice.
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Ah. Then I'd say the bonus needs to be toned down slightly! (Learn something new every day....)
Quikngruvn
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The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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June 20th, 2002, 05:18 AM
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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 Phoenix-D:
This is already true except for missile level... except that the PD cannons get such a ridiculous combat bonus that you never really notice.
Phoenix-D
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If we could mod the ECM level of seekers we'd be able to make higher level seekers that would be able to escape more PD fire.
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June 20th, 2002, 05:38 AM
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Corporal
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Join Date: May 2001
Location: Sydney, Australia
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Re: Rumours, Suggestions, Features on the Next Update
Quote:
Originally posted by Baron Munchausen:
If we could mod the ECM level of seekers we'd be able to make higher level seekers that would be able to escape more PD fire.
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Can't you already do this with the 'Combat to Hit Defense Plus' ability that is already present???
Simply add that ability to a seeker component and mod the defense bonus to whatever you want.
Has anyone tried this before?
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June 20th, 2002, 05:43 AM
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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
My guess, although I have never tried it, is that giving the seeker component this ability would make the ship firing the seeker harder to hit, but have no effect on the seeker itself.
Geoschmo
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Who I'll be tomorrow is anybody's guess
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June 20th, 2002, 06:04 AM
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General
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Re: Rumours, Suggestions, Features on the Next Update
Quote:
Originally posted by geoschmo:
My guess, although I have never tried it, is that giving the seeker component this ability would make the ship firing the seeker harder to hit, but have no effect on the seeker itself.
Geoschmo
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That's right. The component's abilities will not affect the seekers. It will just boost the ship's defense, which is a bit illogical for a missile launcher.
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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.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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June 20th, 2002, 02:44 PM
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General
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Join Date: Jul 2001
Location: Canada
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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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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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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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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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