|
|
|
 |
|

September 21st, 2006, 10:10 PM
|
Sergeant
|
|
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
Because you can put Massive Mounts on a Baseship?
|

September 22nd, 2006, 12:29 PM
|
Corporal
|
|
Join Date: Sep 2004
Location: Huntsville, AL.
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
Just need some Concrete Armor components for weapon platform.
|

September 22nd, 2006, 02:45 PM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
I agree that any ship should be able to hit a planet but the real question is can it hit a dug in and camouflaged gun emplacement or missile battery. Remember how hard it was to take out a few Scuds in the desert. They used basic camouflage techniques like nets and buildings against the best satellite imagery, IR detection and millimeter wave radars. Not quite as easy as just hitting the Earth. I don't know how to implement in the game but the real issue is detection. Once a static emplacement is detected it should be fairly easy to hit, baring ECM or other targeting disruption. This should give at least the first shot to the WPs
In general military terms it takes a minimum 3x advantage to take on a dug in enemy and that ratio will result in significant casualties on the attacking side. I am assuming that any militarily competent race will dig in, harden and hide it's WPs.
Basically I think that defenses in SEV are too weak. This was a problem when SEIV first came out as well and was later corrected for the most part.
TM
|

September 22nd, 2006, 06:59 PM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
Does sound like a bug in the weapon allocation routine. It should only assign a 150% overkill as a default, and this should be adjustable, not 100 missiles at one frigate
TM
|

September 22nd, 2006, 07:13 PM
|
Sergeant
|
|
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
AFAIK, it is adjustable, in Settings.txt
This section:
Estimated Targeting Damage Percent for Torpedo Weapon := 50
Estimated Targeting Damage Percent for Directed Torpedo Weapon := 50
Estimated Targeting Damage Percent for Beam Weapon := 50
Estimated Targeting Damage Percent for Bolt Weapon := 50
|

September 27th, 2006, 10:07 AM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
One possible difference: Are Overkills being computed once per target or once per targetting ship?
If fire allocation can be done on a more global basis, rather than an individual shooter basis, then better performance will result.
With this in mind, here's an interesting idea for a useful technology: Have "Target Linking" that allows several ships to make Overkill calculations as a group.
|

September 27th, 2006, 10:55 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
Its adjustable, but the problem is the targetting AI sees "ok, only one target in range, might as well shoot everything".
The damage percent is also adjustable in the strategies.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 27th, 2006, 11:31 AM
|
Corporal
|
|
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV early game battle strategy vs. SEIV
The decision to shoot everything is bad from both a tactical decision making point of view as well from the perspective of ordnance usage, which can become an issue. Hopefully the AI's behavior in this regard can be modded.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|