|
|
|
 |
|

November 20th, 2002, 06:48 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Emissive Armour/Fighter Stacking
[quote]Originally posted by sachmo:
Quote:
Geo,
Since I haven't really made it to the endgame stage yet, can you tell me in what way point-defense becomes so effective that it nullifies the fighter advantage? Does it get more shots, or a longer range?
|
They get longer range and more damage per shot at the higher tech levels. They always fire once per turn, only take 20KT of space and are relativly cheap to buy as weapons go, and they are cheap to research. And they get to fire as soon as the fighter or missle moves into range, instead of letting the fighter get off a shot first. Add to this that regular direct fire weapons can target fighters, and do much higher damage.
There is no hard and fast rule about when the fighters become non-viable. But unless the enemy is using a LOT of fighters, like hundreds per combat, you can get away with just including a 2 or 3 PDC on your capital ships. And even if they are using hundreds, throwing one or two all PDC ships in the fleet takes care of that.
Fighters are good for some things. They are very good early, and very good for defense in less critical areas. They will keep your enemy honest and not allow them to wipe out a bunch of colonies in your rear with a couple of light raiders. But against the strength of your enemies frontline warships late in the game they serve at best a supporting role. If they do well by themselves your enemy isn't all that good and not much of a threat anyway.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

November 20th, 2002, 08:46 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Emissive Armour/Fighter Stacking
Quote:
Originally posted by Captain Kwok:
How about emissive armor on fighters, will that stack too?
|
No, but it probably does share, though I haven't tested that.
That is, launch 99 fighters without EA, followed by 1 fighter with EA, into the same group, and probably the 99 will all benefit from the EA on the Last fighter.
PvK
|

November 21st, 2002, 02:27 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Emissive Armour/Fighter Stacking
Well, without it stacking, 90% of fighter weapons would be completely useless against EA level 1...
As it is now, fighters can hurt ships, and Emissive armor is still useful in many situations.
__________________
Things you want:
|

November 21st, 2002, 02:30 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Emissive Armour/Fighter Stacking
How about emissive armor on fighters, will that stack too?
|

November 21st, 2002, 07:52 PM
|
 |
First Lieutenant
|
|
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emissive Armour/Fighter Stacking
I thought EA didn't work on units.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
|

November 21st, 2002, 09:27 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Emissive Armour/Fighter Stacking
I thought it did, as of 1.78.
(Edit: said 1.87 but meant 1.78...)
[ November 21, 2002, 19:40: Message edited by: PvK ]
|

November 21st, 2002, 09:40 PM
|
 |
Brigadier General
|
|
Join Date: Sep 2000
Location: Frankfurt, Germany
Posts: 1,994
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emissive Armour/Fighter Stacking
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
|

November 21st, 2002, 10:01 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Emissive Armour/Fighter Stacking
No, I was sleepy and transposed numbers. I mean't 1.78. The latest beta I have is 1.82. 
|

November 22nd, 2002, 01:56 AM
|
 |
Corporal
|
|
Join Date: Oct 2001
Posts: 99
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emissive Armour/Fighter Stacking
Quote:
Originally posted by geoschmo:
Fighters are so totally inept in mid to late game as it is, making them not stack would make them totally irrelevant. I see what you are saying in theory CS, but in practice the effectiveness of PDC and regular weapons against fighters totally makes up for any on paper advantage the damage stacking should give them.
Geoschmo
|
I also see what you are saying, Geo, and in SEIV standard I agree that it is a largely irrelevant point. But the fact remains that you can make considered adjustments to PD damage, size, accuracy, cost, difficulty to research. You can make choices in the defensive (or offensive) bonuses of manueverable fighters, and lumbering Capitol Ships. You can limit weapons, design special mounts... you have a staggering host of variables at your command to poke and tweak to adjust most any parameter.
You could design a ship that is 20% resistant to the toughest weapon mountable on a Cruiser. You could, if you wanted to, make it invulnerable to an infinite number of Cruisers, or design it so that the average Cruiser will inflict 10 points on its armor per combat turn. One thing you cannot do, however, is make a standard ship's hull able to bounce fighter weapons like peas off a brick wall. Even if those weapons only do 2 points of damage each, enough 25 kT fighters and your vessel will take full damage from every single one of them beyond the threshold.
The possibility to model a particular genre, or design and implement a particular "cosmic slant" is my absolute favorite aspect of SEIV. The ability to totally remodel the basics of design or combat is a real treat for me. I know that many, many participants on this board have more knowledge and experience than me, so I enter the debate to learn.
I just don't see the stacking of damage by units ignoring considerations of the individual effects of each combat hit as a feature. I perceive it as a limitation... maybe a necessary limitation. Clever design can incorporate and enhance a feature. Clever design is required to contain and diminish the effects of a limitation.
CombatSquirrel
|

November 22nd, 2002, 04:49 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emissive Armour/Fighter Stacking
It would be wonderful to have our cake and eat it too--i.e., Fighters (like drones) don't stack, but they can share a sector in the combat map (like SE3 ships). (For that matter, I'd like to see ships stack, too, up to a reasonable limit.) PDC could only hit one at a time, but fighter weapons would be somewhat limited by EA.
This would encourage wider use of higher damage/higher reload fighter weapons. Alternately, fighters wouldn't cause much damage until capital ships or bombers stripped the EA away.
I guess one alternate modding route to this is to give each fighter hull a shield generation ability of 10-30 pts (maybe goes up by fighter level?) It would limit the ability of PDC to destroy several fighters at once, but large and heavy mount capital weapons would still be able to kill them en masse. Still leaves some problems, but maybe better than nothing.
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
|
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
|
|
|
|
|