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January 9th, 2001, 06:28 PM
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Corporal
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Join Date: Nov 2000
Location: Helsinki, Finland
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Re: Useful Starbases! ? Modders, please respond.
Star Bases that have combat but no strategic movement are already possible. I have included this in my mod (1MP max). Made a special Station Keeping Engine for bases only (similar component could be made for satellites too). Only problem with these moving bases/satellites is that AI tends to attack with them, leaving the planet defenseless against smart player  .
I have been searching the files for a way to limit bases movement on planets orbit, but atm i think it's not possible.
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January 9th, 2001, 10:01 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Useful Starbases! ? Modders, please respond.
quote: Originally posted by Baron Munchausen:
You know, it's just possible that starbases, or any bases, are not the best option for defending a planet! The thing that was UNrealistic was the old SE II/MOO system of forcing you to go through the bases to reach the planet. It's quite realistic to be able to go around them as you can now.
you know, bases are not all that mobile, and even if they orbited, they would not orbit durring the course of an attack. if you had multiple bases, they should obviously be space equidistantly about the planet, but come on, if you were attacking a planet, why would you NOT go arround the starbases? this is a neat discussion, but i think its trying to find a solution for a problem that isnt there.
If the starbases were always in front of the attacker, you can bet I would be peeved about the psychically-teleporting-starbases. starbases are, however, a very good defense for warp points (if you can get them built there.
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January 10th, 2001, 01:25 AM
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Captain
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Location: USA
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Re: Useful Starbases! ? Modders, please respond.
Well, must admit that Puke has a point. I wouldn't want movable bases so badly if
1) multiple bases were distributed around a planet, and
2) single bases were put between the attacker and planet INITIALLY (I never meant to imply that they'd get adjusted throughout combat), and
3) bases used opportunity fire or had greater weapons range.
However, you have to keep in mind during these mobility discussions that bases are not the only things in orbit around a planet. Once an attacking ship comes close to a planet, it will also be in orbit (in a sense). So I don't see why bases must be inherently immovable while ships are free to travel any way they please.
Also like Baron's points about storage space (points that he and others have made more extensively in previous topics). But again, you need opportunity fire or greater weapons range for the defense platforms.
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January 10th, 2001, 09:42 AM
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Lieutenant General
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Join Date: Dec 2000
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Re: Useful Starbases! ? Modders, please respond.
Well, there are 2 reasons why I don't like to have bases move in combat:
1) AI doesn't use them well. He will go after the attackers and leave planet undefended. Also, that doesn't help bases against the move in-fire-move out tactic. Ships can have 4, 5 or 6 combat movement and against that 1 movement is as good as none. Basically that movement has no use at all.
2) They look just plain silly. A moving starbase that is chasing my ships across the space??? Or a bunch of satellites??? The whole point of having bases and satellites is to have static planetary defenses around the planet in combat. Having movement on them just kills the only reason of their existence. It is NORMAL to be able to go around some of the static defenses. Think of the planet as some sort of the base camp, and Starbases as some sort of the defensive towers around camp (and satellites as gun emplacements). How would you feel to see those towers move around the base in combat??? Silly is an understatement.
The whole problem is in placement guys. Whey they get placed well around the planet, they will be useful. It is the easiest solution and only MM can do it. So what I suggest is, since that issue appears to be important, that everybody mail MM about this problem so they can start working on it (and initiative too - it is sort of a cheating against AI as it is now).
[This message has been edited by Daynarr (edited 10 January 2001).]
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January 11th, 2001, 07:54 PM
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Captain
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Location: USA
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Re: Useful Starbases! ? Modders, please respond.
Puke said:
quote: i think fighters do get strategic movement.
And I responded:
quote: I believe you. But I know for a fact that fighters did NOT get strategic movement in early demos.
Sorry everyone, I was totally wrong. The fighters just didn't get any movement for the turn on which they were launched. After that, they had strategic movement (but no warp point transiting). My bad.
[This message has been edited by dmm (edited 11 January 2001).]
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Give me a scenario editor, or give me death! Pretty please???
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January 12th, 2001, 01:51 AM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: Useful Starbases! ? Modders, please respond.
quote: Originally posted by dmm:
The fighters just didn't get any movement for the turn on which they were launched. After that, they had strategic movement (but no warp point transiting).
Which I think is wrong. It should maybe at the most cost them one movement point to launch but the whole can't move after launch thing is kind of silly imo. Fighters should be quick reaction forces and I don't call that a quick reaction.
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January 12th, 2001, 12:21 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Useful Starbases! ? Modders, please respond.
I think that restriction is to make sure you don't use carries to form a chain and allow "endless" movement...
Consider, you have a single carrier and there are several enemy vessels around all in diffrent locations, you could launch and attack one enemy then go back to the carrier and get "recovered", then launch again and have full movement! Even if they coded the fighters to "remember" how much movement they EACH have (which I do not think would be easy, and would be a drain on memory if you had Hundreds of fighters), you still have the problem of a carrier chasing down an opponet... In one turn you get the carrier's movement + the fighter's movement, but this is all in the same .1 year... fighter's have to travel at the speed of the carrier to get to the location and then their .1 year is up...
Well, this is ofcource IMNSHO...
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