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Old November 29th, 2001, 05:50 AM

smiloid230 smiloid230 is offline
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Default Re: my "tournament-style" mod is resurrected.

I tested.

A capitol will typically cost as much as 4 tacticals. 5 tacticals have a chance to bring down a capitol, 6 tacticals do it consistently.

4 capitols were able to obliterate 18 tactical rather frequently with zero losses. 20 tacticals was a draw.

There are three chasis varieties for tactical and capitol. Two for siege.

Tactical-class
  • Escort - faster, agile. least space
  • Frigate - cheap/cost-effective. medium space
  • Destroyer - expensive. most space
Siege-class
  • Siege Frigate (Light Cruiser) - cost effective
  • Siege Cruiser (Cruiser) - expensive, more space.
Capitol-class
  • BattleCruiser - agile. least space
  • Battleship - cost effective. medium space
  • Dreadnought - expensive. most space

A lot of what I'm doing directly relies on AI strategies used during strategic combat.

Which reminds me, "Maximum Weapons Range" is buggy and doesn't work properly. I e-mailed MM about it awhile ago but got no responce. If you test it, Max Weapons Range ships will always close to distance 7 or 8 regardless if their max range is beyond that. Give it a go, and let me know if you can get around it. I've tried with no success.

I'm leaning towards not locking anything in. My major goal is to leave the players of the mod with as much room to be creative and diverse as possible. A major factor in this is a big balance in the to-hit spectrum. High to-hit nessecary to bring down weak fighters will barely dent the armor on big ships. High-damage weapons with low to-hit will only really be able to kill big ships. Enough low-damage can bring the big ship down, or a lucky shot with a high-damage will wipe out a fighter group. Tho its up to how you set your strategies up that will determine whether your units do this or focus on their specific task in battle.

Prod me more, I need criticism to improve this.
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