.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old December 4th, 2002, 04:56 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

Quote:
In my experience, one-sided battles rarely result in great numbers of damaged ships.
That is my point exactly.
If battles were made to GENERATE lots of damaged ships, then there would be less problem.

This can be done with leaky shields and armor, where finishing off a burning, crippled hulk takes a significant amount of firepower. If that firepower could be better used disabling another ship or two, the player who concentrates fire will be at a disadvantage.

Think of a situation where one player concentrates his fire on the enemy. He vaporizes one ship in the time it takes his opponent to reduce three of his ships to half capacity.
If decent strategies are in place, those cripples can be left behind, and out of range, while a new set of ships are crippled.
Player 1 has lost no ships, but has 6 ships out of comission. Player 2 has lost only 2 ships!

Now, when both players are dishing out damage in the cripple strategy, both fleets will be crippled first, and then the survivors will weakly duke it out, or be crushed by the remaining undamaged ships from the victorious side.
Either way, both players take a lot of damage.
Reply With Quote
  #12  
Old December 4th, 2002, 04:59 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

I know I keep tooting my own horn, but most of these things are dealt with in Proportions mod. The new armor types provide emissive effect that is not shot off immediately, as well as "leaky protection". Costs of small ships are signifigantly less than larger ships, thanks to QNP and reduced prices for required components, and so on.

The main difficulty when you adjust all these things though, is that programming the AI to use them effectively becomes a major chore. The AI assumes that biggest is best unless you really work to make it build mixed forces. Of course, I tend to think the AI will never be as interesting as human players anyway, but still, it is good to have a semi-competant AI for when players miss turns or an independent splinter colony breaks off, or whatever.

PvK
Reply With Quote
  #13  
Old December 4th, 2002, 06:12 AM

Taera Taera is offline
Colonel
 
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
Taera is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

still, consider this, if current Large mount was put for Battleship, Huge for Dreadnought and Massive for Baseship *only*, would it make the game better?

(tactical game hell, though)

^ for this, just maybe make the damage-to-size increase ration 2:2 instead of 2:1.5
__________________
Let the game begin!
Green bug from outa space!
Reply With Quote
  #14  
Old December 4th, 2002, 07:48 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

I agree; thoughts are the source of all problems...
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #15  
Old December 5th, 2002, 01:04 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

Well, then if more thoughts = more problems, let me jump into the fray too!

Why should the size of the vessel limit the size of mount? If the ship designer wants to have a huge-mount, why does it matter if the ship is greater than 1100kT (for example)? As long as the ship is larger than the final kT size/weight of the weapon, it should be fine. Obviously the answer is that the only way to link the mount size to the level of technological advance in non-gold was to have a ship size requirement. But in gold, you can introduce mount types through the tech tree.

My suggestion is to jetison the anacronistic handcuff (ya like that aliteration? wait, was that aliteration? did I even manage to spell aliteration correctly?) of total ship mass to mount requirement altogether. Instead, have a new field of study that allows for better and better mounts, all of which can be placed on ships of any size. That said, I'm sure that some of you out there have already done this in your mods (deathstalkers mount mod perhaps?)

This will give small ships yet another repreave.

I do however think that whacky-impossibly large amounts of damage, increased range and all that should still exist for the larger mounts. I think that mounts should be a big advantage, I just don't think only large ships should have access to them. (the lowered accuracy thing from proportions is a good idea though).

[ December 04, 2002, 23:09: Message edited by: jimbob ]
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
Reply With Quote
  #16  
Old December 5th, 2002, 02:41 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

Setting damageze to 2:2 would be effectively the same as setting it to 1:1. It negates one big advantage of mounted weapons--more damage in less space (proportionally). The advantage of mounts would be higher damage per shot=maybe first kill; disadvantage would be you miss, you waste all the damage. With unmounted weapons, you'd do less damage per shot, but have more chances to hit.
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #17  
Old December 5th, 2002, 04:05 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

Well there is some precedent and reasoning for hull limits for large mounts. A 15" gun might fit on an ocean-going destroyer, but it's going to unbalance and perhaps capsize the whole ship when it rotates or fires, there won't be much room for the ammo, power for the turret traverse, etc. In other words, there are engineering difficulties, which would be different for spaceships but probably it is true that larger weapons would be more practical to mount on larger ships.

On the other hand, it also makes sense that some large mounts could be made for smaller ships. They might not be the same exact mount, however. For instance, a spinal mount on a destroyer is an interesting idea, although it would tend to be less accurate than a turreted weapon, because it would require the whole ship to rotate to aim it. However, a destroyer is more nimble than a battleship (at least in Proportions mod ), so that would tend to balance out.

PvK
Reply With Quote
  #18  
Old December 5th, 2002, 04:46 AM
Kamog's Avatar

Kamog Kamog is offline
Lieutenant General
 
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
Kamog is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

Quote:
Originally posted by capnq:
I agree; thoughts are the source of all problems...
Hmmm, I'm not so sure about that. Thoughts are the source of some problems, but not all: some problems are caused by the lack of thoughts! I'd say that the real source of all problems is the sun. If there were no sun, there would be no problems.
Reply With Quote
  #19  
Old December 5th, 2002, 06:09 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: thoughts - the source of all problems and disbalances

Quote:
Originally posted by Kamog:
quote:
Originally posted by capnq:
I agree; thoughts are the source of all problems...
Hmmm, I'm not so sure about that. Thoughts are the source of some problems, but not all: some problems are caused by the lack of thoughts! I'd say that the real source of all problems is the sun. If there were no sun, there would be no problems.
No human problems, anyways...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #20  
Old December 5th, 2002, 03:52 PM

Gryphin Gryphin is offline
BANNED USER
 
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
Gryphin is on a distinguished road
Default Re: thoughts - the source of all problems and disbalances

In terms of “Realety”, Hm, Yes, large guns on small ships would be a problem on Earth today. Those are weapons with a Recoil.
My itterpretation of the wepaons in SEIV do not use Recoil based weapons. The point about Spinal Tap weapons beling less accurate is certaily valid. I wonder what a 15” gun in a Destroyer hull would have done with WWII technology. Anybody here know the math?
I would think if you could close to within Direct Fire Range that accuracy would be fairly high when aiming at a Cruiser size hull. Imagine 3 direct hits from 15” guns at fairly close range. Too bad we will never know.
I can see a Mod for a “Spinal Tap” weapon
Low to hit
High Damage bonus
1 Per ship
At least a 3 reload time.
At least 50kt.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:36 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.