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June 7th, 2001, 07:09 PM
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Private
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Join Date: Nov 2000
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
I play the DevNullMod and I always add sprint missiles and anti-fighter missiles to my carriers (Both are real long-range weapons). With appropriate strategy they maintain good distance and fire their weapons.
The sprint missiles are excellent for soaking up enemy PD which protects my fighters. The Anti-Fighter missiles knock out enemy fighter wings with ease giving my fighters excellent support.
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June 7th, 2001, 09:58 PM
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Corporal
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
Love the 'nul' weapon idea... but one thing. You would have to have the range maxed out... otherwise it would fly towards a Base or missile ship... possible putting it in range... Especially if its a high level plasma missile. Granted, everything has its flaws, but I think that could be better than what we have now. Another thing I just thought of is that you would have to change the strategy of EVERY ship that defaults to 'don't get hurt' to Max. Range, upon creation and design upgrades... not THAT big of a deal, but annoying none the less.
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June 8th, 2001, 12:47 AM
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National Security Advisor
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
Carriers need a "Stay out of range of enemy weapons" strategy. That shouldn't be too difficult to code. Instead of running for the hills, it would just stay a couple squares outside the longest range weapon an enemy has available. It could loiter there launching fighters, and then retreat if an enemy approaches it.
Geo
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June 8th, 2001, 02:06 AM
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Second Lieutenant
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
quote: Originally posted by geoschmo:
Carriers need a "Stay out of range of enemy weapons" strategy. That shouldn't be too difficult to code. Instead of running for the hills, it would just stay a couple squares outside the longest range weapon an enemy has available. It could loiter there launching fighters, and then retreat if an enemy approaches it.
Geo
A good idea, but the ship would have to stay out of range of not only the longest ranged weapon the enemy has but also the combat move of the ship with that weapon. Otherwise said enemy ship could move towards your ship and still be able to shoot at it.
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June 8th, 2001, 02:52 AM
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
True. And there are other ways it could be damaged. By being outflanked etc. But I think it would be an acceptable risk if it would allow the carrier to launch its fighters in a more concentrated manner.
Especially since fighters in SEIV don't die if the carrier does. They would be stranded in that system, but they could be used as raiders until another carrier could pick them up.
Geo
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June 8th, 2001, 04:15 PM
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General
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
In some of my games I've added a new strategy for carriers called "Fighter Support"; I think I use Maximum Range for primary move and Optimal Range for secondary move. I only use Don't Get Hurt for unarmed ships and ships designed for support roles.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
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not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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June 8th, 2001, 08:03 PM
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Re: Carriers/(Don\'t Get Hurt) in Strategic Combat
Right, but unless the carriers actually have weapons, they still run for the corners with maximum weapons range as a strategy. At least they did in all the sims I ran.
I want a strategy that I can use that won't require me to put weapons on my carriers. That would require a code change.
Geo
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