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January 31st, 2003, 12:43 AM
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Sergeant
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Join Date: Jan 2003
Posts: 390
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Re: Weapons, engines and mods, Oh my!
I am still early in my current game, but have been checking out torps...they have been mineral cheap so far.
Comparison:
DUC2: 150 min, FR 1, dmg 25/25/25, 30kt&DR,all but seekers
AMT2: 100 min, FR 2, dmg 35/35/35 40kt&DR,ships and planets
Compared to the same level DUC, they do more damage, and are harder to break than the DUC, however you sacrifice fire rating, ship space, and potential targets. For level vs level they could be improved a little, but not too much. considering they are a little more expensive than DUC for tech cost, they should imo be "all but seekers" and a FR of 1.
Can't look at the higher level ones yet, not that far in the game. that, and I am not doing a study on them, just basic observations. i have enough on my plate with this game (being my first SimuTurn game)
__________________
It's all just a perspective of matter.
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January 31st, 2003, 12:58 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Weapons, engines and mods, Oh my!
Quote:
Originally posted by capnq:
Another major obstacle to any "balance" mod is that no two people agree on how to achieve "balance".
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That's another reason why MM should drive it.
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January 31st, 2003, 02:07 AM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
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Re: Weapons, engines and mods, Oh my!
I'd like to suggest a few folks:
Agree on all of the factors that go into a wepons system such as Cost, size, Fire rate, Research points....etc..
Then design 2 weapons that are, "ballenced" in SE IV terms.
Not something I'm capable of.
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January 31st, 2003, 02:28 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Weapons, engines and mods, Oh my!
Torpedoes should not be able to targe all but seekers. They should only be able to target ships, bases and planets. You can't bLast small things like fighters with Torpedoes very well. 
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January 31st, 2003, 05:27 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
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Re: Weapons, engines and mods, Oh my!
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January 31st, 2003, 05:40 AM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Weapons, engines and mods, Oh my!
Fyron you are quite correct.
By todays standards
Torpedos are water born
Fighters are air born
"And never the twain shall meet
Till sky and sea stand presently at Gods great judgement seat"
< with apologies to Rudyard Kipling >
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January 31st, 2003, 05:46 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Weapons, engines and mods, Oh my!
If torpedoes fired every turn and could hit all targets... they'd be just another weapon like most others. It would remove more from the game than it added. The question isn't so much "What should a Twinkie Torpedo do?" but "What combinations of pros and cons are interesting and neither worthless nor clearly better than all other choices?"
PvK
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