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January 27th, 2001, 12:01 AM
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Corporal
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Join Date: Dec 2000
Posts: 93
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Re: Ship size vs. weapons
I love that idea man!! Email that to Aaron, he can probably figure out the best balance for improved hull types.
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January 27th, 2001, 01:24 AM
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Private
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Join Date: Jan 2001
Location: boiling springs, PA
Posts: 11
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Re: Ship size vs. weapons
Concur .. like idea, was attempting similar approach but went via materials/construction route, i.e discovered new materials that allowed you to build new Versions of the ships with better specs. only thing didn't finish was AI usage mod'ng and new weapons wanted to bring in. ofcourse had to add in the large classes also, deathstar, assault wedge, battle stars, and planetoid sized ships and bases. did all this cause i hated running out of things to research. still haven't got it all working right (nor all the graphics done either) though in terms of play balance, weeks away from that if work allows. just a way to fill the void with more garbage ..
jsnider
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January 27th, 2001, 01:44 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: Ship size vs. weapons
An interesting idea. I often agree that its too easy to get to dreadnought tech. However, you can build these ships, but the weapons that go into them need to be updated as well. So even though you can build the dreaded DN, the weapons it cares are weak until researched out.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 27th, 2001, 06:47 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
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Re: Ship size vs. weapons
I'd LOVE to see an escort wipe the floor with a dreadnaught... sigh, one day...
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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January 27th, 2001, 08:50 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Ship size vs. weapons
quote: Originally posted by Spoo:
I'd LOVE to see an escort wipe the floor with a dreadnaught... sigh, one day...
give your race max defensive bonuses, throw on some ecm3 and a piece of stealth armor. nothing will hit that escort. sure one of them might not take out a dreadnaught, but if you can produce 10 in the time it takes the enemy to produce a dread, your escorts will take 'em out.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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January 27th, 2001, 07:49 PM
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Corporal
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Join Date: Sep 2000
Posts: 104
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Re: Ship size vs. weapons
Or do what I did in my mod:
Reduce the targeting of larger mounts by -10 for each level and reduce combat sensors and ECM to 15/30/45. This way, the evasive capacities of smaller ships become much more valuable. The big, bad ships can still be used for the purpose for which they were used in WW1, WW2 and maybe even the Gulf War: to attack heavily fortified, but imobile positions (starbases, planets) and other big bad ships. However, they would have a harder time hitting small agile ships. The mod is quite realistic, balanced and leads to some interesting "Shark against Piranha" battles...
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January 27th, 2001, 10:01 PM
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Private
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Join Date: Jan 2001
Location: Butler, Pa
Posts: 36
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Re: Ship size vs. weapons
What I am looking for is not only advancements in weapons but in quality of the ship itself. The F-22 of today is smaller than a B-17 but there is nno comparison in ability
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