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  #1  
Old January 20th, 2005, 05:41 AM
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Default Re: Carrier Battles Mod

I posted the mod. It was posted for a good three weeks before I wrote it off.

Too many mods. I am not surprised that no one was interested in it. It was only a beta. I might still have a copy if around.
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  #2  
Old January 20th, 2005, 05:42 AM
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Default Re: Carrier Battles Mod

SJ if you pull this off, can I use it in the New Age Mod? (Formerly the Conquest mod.) If I choose to revive it.
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  #3  
Old January 20th, 2005, 10:27 AM

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Default Re: Carrier Battles Mod

Id like to play a mod like that. Keep the capital ship weapons the same just none of them can lock onto the fast agile fighters! Maybe slow down Cap ships even more in the combat map so if you want to be sure to take out an enemy fleet youd have to use the fighters to do so....man i love this game!
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Old January 20th, 2005, 11:38 AM

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Default Re: Carrier Battles Mod

This sounds good - I have one question so far: would the QNP for it result in very fast fighters and slow capital/carrier ships?
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Old January 20th, 2005, 01:09 PM
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Default Re: Carrier Battles Mod

Atrocities:
Sure. I'm getting a lot of stuff from my other mods already, and my regular policy holds here too.

Emperor/Alarikf:
I'm thinking fast fighters in combat, with little to no strategic move. Perhaps one speed outside of combat at best.
Ships can be fairly slow all around, but they'll actually have decent strategic move.

Combat move is always at least (strategic move)/2, so the carriers can't be made superslow in combat. It'll have to be a relative thing, with carriers running 2 or 3 in combat and 4-6 outside, while fighters go 0-1 outside and 4-6 in combat.
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Old January 20th, 2005, 01:20 PM

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Default Re: Carrier Battles Mod

I think it would be cool to see CVs going 3-6, but fighters going 10-20 - that would be more akin to the dynamic we see today, wherein fighters are so powerful in part because they operate in an entirely different medium, and are, compared to naval vessels, exponentially faster...meaning they can zoom up, unload ordnance, zoom back, reload and do it again...

fun!

But, just my two cents, of course...

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  #7  
Old January 20th, 2005, 01:43 PM
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Default Re: Carrier Battles Mod

But the combat map is only 50 squares wide, and in practice there is no reloading except between combats. The scale has to be kept down to match that.

Anti-ship fighter missiles will probably be the only single-shot fighter weapon, with guns firing rapidly and anti-fighter missiles going every few turns to allow the previous shot to hit and new targets to be chosen.
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Old January 20th, 2005, 02:25 PM
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Default Re: Carrier Battles Mod

More varied missiles? Have you considered turning missiles into drones? I've been working on a mod I call the "RC Mod" (RC is for Radio Control, as in RC cars, RC airplanes, etc.) in which all the missiles are removed and a ton of new, smaller drone hulls and warheads take their place... just never got around to filling in all the rest of the wonky damage type warheads and removing the seeker launchers
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  #9  
Old January 20th, 2005, 03:32 PM
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Default Re: Carrier Battles Mod

A total drones thing wouldn't work too well for this mod, unfortunately.
A key reason to switch to missiles is their natural tendency towards overkill with no re-targetting.

A swarm of drones would keep killing and killing, while with missiles the first two or three in the volley will kill, and the rest will fizzle with no target to hit.
Its that built-in diminishing returns on the volume of ordnance fired that I'm going for.

Now, that's not to say some super-missile drones wouldn't be handy... I'll have to see how it fits later.
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