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  #1  
Old February 5th, 2001, 04:15 AM

Tenryu Tenryu is offline
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Default Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'

quote:
Originally posted by God Emperor:
As an interim fix, I have modded my files to enable point defence at game start, have the AI design its ships so that they have 2 PD per 100 kT and reduced the space requirement for PD for computer players to 15kT.....


Emperor,
What exactly did you do. I saw your post on the 1 per issue, not that I really understand, because I haven't yet messed with the AI files.

Advice on what to do to get my AI files adjusted as per your PD thing would be appreciated.
Thanks


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Old February 5th, 2001, 05:41 AM

God Emperor God Emperor is offline
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Default Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'

Will upload them into the Mod Archive when I get home from work in about 7 hrs time.

What I have done is to edit the AI_DesignCreation files for the Attack Ship and Defence Ship on the point defence lines, and the Components file for point defence (Space Tonnage lowered from 20 down to 15).
This does lower the cost of PD for me too, but, I build my ships as though they cost 20 space (leave 5kT free per PD that I include). I didnt see much point doing a more complicated mod to make them cost 20 for me and 15 for the AI as a "house rule" seemed does the job fine and means that the mod will be more capatible with the next patch.
This mod doesnt actually improve the AI's tactics, it just designs the ships better for the AI's current tactics....
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  #3  
Old February 5th, 2001, 10:50 AM

jowe01 jowe01 is offline
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Default Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'

has anybody mailed MM about Talenns original proposition ? As far as I am concerned it is an excellent and easily implementable way to remove some of the weak spots in tactical combat.
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  #4  
Old February 6th, 2001, 02:52 AM

Nitram Draw Nitram Draw is offline
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Default Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'

No matter how tactical combat is changed I don't think you will ever make it "fair". One side or the other will always have an advantage, this is why we experiment with new ship designs.
The only thing that shoud be done, IMO, is to make changes that help make tactical combat more interesting and fun or correct an obvious error in the way it is handled.
The missle dance etc. does not seem to make much sense but firing out of your opponents range makes perfect sense.
Of the ideas suggested I like the loss of movement points for firing the best. It seems reasonable and maybe not to difficult to implement.
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Old February 5th, 2001, 08:38 PM

Talenn Talenn is offline
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Default Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'

Nitram Draw:

Well, the objective isnt to make it fair for both sides but 'fair' within weapon Groups. When one weapon type has a tremendous advantage over the others, something needs to be adjusted IMO. The mark of a good game is that it takes differing weapons systems and units to achieve victory, not just using the same one over and over. Also, firing outside their range DOES make sense, but entering their range, firing, and then leaving without being shot at doesn't and that is problem I am trying to see corrected.

A side benefit of that change would be an increase in the usefulness of orbital and planetary defenses. It also gives a new hook on which to hang small ship 'maneuverability'...ie, the small ships CAN hit and run, but the large ones must commit. I think this is the best option as well, but I'd be more than happy to see anything that works that will aleviate some of the more persistant problems plaguing the tactical combat.

jowe01:

I havent emailed MM with this suggestion. I was hoping to post it here and generate feedback and potential modifications. I kind of hope that MM or other testers read stuff like this and can draw their own conclusions as to what is good for the game or not. If they dont get the time to check out this board, I suppose I should send them a note pointing them to this thread so they can see the pros and cons of the idea.

Talenn


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  #6  
Old February 5th, 2001, 09:24 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'

Talenn:

Alternating moves in which everyone gets the number of movement points their engines entitle them to is an abstraction compared to simultaneous movement, but having to stop a spacecraft in order to fire is not an "abstraction". It is just plain wrong. The thing being modelled is in actuality continuously in motion. Making ships stop to fire is just arbitrary. I find that far more disturbing than the idea that only one weapon type would be viable. Sure, it is cool to have options, but you can have a very good naval combat game (in space or otherwise) where only one type of weapon is in use. You can't have one where ships have to stop to fire, IMO. That is the logic behind my complaint. IMO, this "fix" is worse than the problem it is supposed to cure.

Daynarr:

My comment regarding the impact that the proposed change would have on my enjoyment of the game was not intended as an insult to anyone. It is just an honest expression of my opinion. SE4 is certainly not perfect, and I'd be happy to see more changes to improve it. However, I am enjoying as it is right now. I would not enjoy it anymore if this particular change was made, and in such a way that I could not undo it in my own data set. If I don't enjoy it, I won't play it. I'm only in this for the fun.
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  #7  
Old February 5th, 2001, 09:29 PM

Nitram Draw Nitram Draw is offline
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Default Re: Proposed \'Quick Fix\' for some Combat \'Anomalies\'

Maybe fair was the wrong word. Balanced might better describe what I am looking for. After all who wants to be in a fair fight, I need every advantage I can get
The ducking in and out does seem wrong. I'm am not sure what the solution should be but the current tactical combat certainly gets old. I hope someone can come up with a workable solution.
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