Quote:
arthurtuxedo said:
...The missile dancing, the "first shot wins" of warp points, the fact that an entire fleet of hundreds of ships can unload full salvos into their helpless enemies without a single shot of return fire, the way that ships could dance into range and then dance out after firing to be virtually immune to stationary targets, the list goes on.
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All those problems have been fixed in Carrier Battles mod.
I made missiles SE3-style (launch from range 20, infinite travel distance)
Weapon/Defense balance is adjusted to prevent instafrags.
No tactical combat, plus using missiles on your stationary platforms neuters the dancing issue.
Leaky shields and armor, so every hit does *something*. Even an overwhelming force can get a bloody nose in combat.
Plus, there is the fact that all the guns in the game are useful. 4 guns x 5 mount sizes + 6 missile types, and they all get used to varying degrees in a competitive PBW game.
I once attacked a defending force of 400 with only 300 ships; they got the first shot from close range. However, I still won. It took two game turns and about 5 combats, and in the end it came down to 20 operational ships from each side strafing each other. I only actually lost 20 ships in the battle and 50 more a couple turns later when the enemy cleaned out my immobilized ships. The rest made their way home for repairs.
Superior strategies (better spread fire for more crippling and less overkill),
A pincer attack tactic(attacking from below and the right let my ships spread out and partly surround the enemy),
And the fortunate inclusion of a good number of plasma-cannon battleships which require no ammo to fire (just lots of rads) were what turned that battle.
The inclusion of spare fighters in transports to restock the carriers for the second month of combat helped significantly, too.
Mods are where the serious SE game starts
