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March 7th, 2001, 09:34 PM
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Corporal
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Join Date: Jan 2001
Location: Dayton
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Re: More specifically targeting missiles and bombs wanted
Even our most advanced smart/guided weapons use a laser painter or incase of the anti tank weapons, tiny fiber optic cables to guide it inflight.
But that is besides the point, i think smart weapons can be modded, but quoting puttin "i have an inborn laziness" as in i can't find the time or stamina to mess with the SEIV txt files at the moment.
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March 7th, 2001, 11:01 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: More specifically targeting missiles and bombs wanted
quote: Originally posted by Aussie Gamer:
There are bombs for population, climate, supply bases and space ports.
What about yards and intel and research.
There are missiles for master computers, engines, weapons and shield generators.
What about bridges, cargo (oops! there goes the troops!) and cloaking devices.
Help more smart missiles are required, just don't ask the USA for them. :-)
Yes! SmartBomb SY! I've been asking for that since before the game was released!  Send in your emails, people. It seems to require a large vote from the customer population to get a suggestion added. An anti-cloaking device weapon might be an interesting addition to the pool of options. Would be nasty to lose your cloaking device deep in enemy territory while trying to raid a planet or something!  Anti-cargo seems redundant, though. I have yet to try using "Population only" weapons against transports with population. But I guess it's beside the point. If you can get close enough to use a specialized weapon, you can smoke the whole transport anyway.
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March 7th, 2001, 11:36 PM
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Sergeant
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Location: Brisbane, Queensland, Australia
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Re: More specifically targeting missiles and bombs wanted
Well that was fun. There is nothing like stirring the Yanks up!
Any way, back to the topic.
Are troops POP?
Oh by the way, there are missles that are guided solely by the reflected IR off the target and are not camera or wire guided.
USA must have good INTEL level as they seem to get tech off of other countries. ;-)
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March 7th, 2001, 11:41 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: More specifically targeting missiles and bombs wanted
I wonder what would happen if your troop transport ship got damaged and lost its cargo storage? I've never had that happen, mine always stay far away from the enemy until I'm sure the battle will be won.
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March 7th, 2001, 11:47 PM
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Second Lieutenant
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Join Date: Aug 2000
Location: New York, New York USA
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Re: More specifically targeting missiles and bombs wanted
Hey guys,
Current target specific weapons attack things that can be reasonably expected to be exposted on a ship/planet. How is a weapon supposed to target a shipyard for example that is in the middle of a base? Or a cloaking device that for certain is in the heart of a ship? Yes this is a game and we just have to mod it but come on war isn't surgical strikes that hit all the time exactly where you want. (i.e. US current 50% hit rate in Iraq.)
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Seawolf on the prowl
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March 7th, 2001, 11:59 PM
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General
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Re: More specifically targeting missiles and bombs wanted
quote: Originally posted by Seawolf:
Hey guys,
Current target specific weapons attack things that can be reasonably expected to be exposted on a ship/planet. How is a weapon supposed to target a shipyard for example that is in the middle of a base? Or a cloaking device that for certain is in the heart of a ship? Yes this is a game and we just have to mod it but come on war isn't surgical strikes that hit all the time exactly where you want. (i.e. US current 50% hit rate in Iraq.)
How is a Ship Yard any harder to hit than a Space Port or a Resupply Depot? All three are going to be large buildings with identifiable external characteristics. I hadn't thought of how it would work against a space yard in a ship. But it doesn't have to. You can destroy a space yard base/ship very easily.  Hitting ONLY the space yard on a planet is impossible except by random chance. As for cloaking devices, by that logic NONE of the specialized weapons should work. The same pseudo-technological explanation that works for shield disruptors or weapon over-loeaders works just as well for cloaking device fryers. Some sort of energy that 'burns them out' without having to hit them by direct line-of-sight.
[This message has been edited by Baron Munchausen (edited 07 March 2001).]
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March 8th, 2001, 04:32 PM
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Second Lieutenant
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Re: More specifically targeting missiles and bombs wanted
Baron,
When I think of the specifically targeted weapons I don't think that they "destroy" the weapon as much as make it unfunctionable. Example a beam weapon of any sort need a exit point/targeting system to fire, so these weapon damaging components, to me, are targeted specifically for those items and prevent them from being used rather than actually destroyed. Again this is just my opinion.
So using that type of logic I can see the current set of weapons as "ok". As far as Shipyards go I don't think that they are really 1 location. Currently ship construction is becoming modulized where different sections are being constructed and then shipped to a final assemble point. So is there really a single structure to target, I don't know.
My bigget issue with additional 1 component affected weapon is that it makes the game to predictable and onesided. I.E if there was a SY only weapon and a race got it before another the game would be over cause you would risk a small fleet to attack a planet knowing that if you got in range and destroyed the SY you would have a min of 5 turns until he could build another where you would have 5 turns to build ships to keep this kind of attack going, don't forget that each planet can only have 1 SY and can only build either a ship or a facility not both .I don't think anyone can create an AI smart enough to counter this, the Ai would have focus on this weapon/defense asap since it would be silly not to.
A SY killer weapon would be a game breaker IMHO.
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Seawolf on the prowl
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