|
|
|
 |

December 5th, 2002, 06:09 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: thoughts - the source of all problems and disbalances
|

December 5th, 2002, 03:52 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

December 5th, 2002, 04:41 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: thoughts - the source of all problems and disbalances
Only question I have Gryph is does your Spinal Tap weapon power knob go to eleven?
[ December 05, 2002, 14:48: Message edited by: geoschmo ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

December 5th, 2002, 05:24 PM
|
Corporal
|
|
Join Date: Feb 2001
Location: Vienna, Vienna, Austria
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thoughts - the source of all problems and disbalances
I see it also that weapon mounts are a big problem in SEIV. As I have mentioned several times before, more is not always good. Mounts are not necessary in the game. I could easily do without them being in the game. (as well as designable unit-types like armies which are also useless in the current stage)
MM did developed too many things in SEIV without much initial conceptation and the result is sometimes frustrating game play and a mediocre AI.
For example I dont need a designable ground combat unit without a ground combat system which take care of my design.
I can design a indefinite number of different satellites, but I never had games where more than 2 different types of satellites of the same generation operated at the same time in my empire (1 longrange and 1 point defense)
Instead of such feature, MM should have brought along a concept of satellites initial placement options before the first round of combat.
These are only 2 examples of misconception and unnecessary complexity in the game. Mounts are are 3rd one.
bye
Klaus
|

December 5th, 2002, 07:36 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thoughts - the source of all problems and disbalances
I don't think any of those are unneeded.
Troops: simultanious combat, same as with ships. The design of a troop makes a difference. Cheap riot-control troops, heavily armored main line troops, heavily -armed- backup troops, etc. To say nothing of what it lets you do in terms of moddng.
Same with fighters and sats. In one game I currently have 7 different types of fighter active. Ship attack, interceptor, fast ship attack, fast interceptor, smaller Versions of same (they build faster). Sats: missile sat, sensor sat, ripper beam sat. One or two generics just doesn't cut it. Again the modding posibilities as well.
Mounts: see modding possibilities AGAIN. Especially with the new Gold patch that allows different things with then, solved a lot of problems for me.  In the standard game, they're OK if a bit overpowered. But then I don't see you suggesting removing the PPB from the game because it's overpowered..
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

December 5th, 2002, 09:03 PM
|
Corporal
|
|
Join Date: Feb 2001
Location: Vienna, Vienna, Austria
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: thoughts - the source of all problems and disbalances
In the standard game, they're OK if a bit overpowered. But then I don't see you suggesting removing the PPB from the game because it's overpowered..
Oh, of course there is a certain imbalancing. But this is just a matter of modifying it. (editing capabilities are very fine in SEIV IMO)
The problem is that MM has removed some very good game ideas from SEIII and instead has introduced some cumbersome game mechanics. These mechanics lead to a frustration and a bad AI which cannot handle it. I would have wished that the developement time which has been spent on introducing the new ship building system (the old one was much better), the change from predefined units to designable ones and all those unnecessary diplomatic mumbojumbo which is of limited use had been used for a better, more intelligent AI.
I am sure 8 of 10 SEIV players are playing only against the AI and not against other humans. The main focus of SEIV should have been the AI developement and not all these useless chrome.
bye
Klaus
|

December 5th, 2002, 11:44 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: thoughts - the source of all problems and disbalances
Quote:
was that aliteration? did I even manage to spell aliteration correctly?
|
No, and no. "Anachronistic handcuff" is only alliteration if you have a Cockney accent. 
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
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
|
|
|
|
|