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January 21st, 2005, 07:47 PM
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First Lieutenant
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Re: Carrier Battles Mod
SJ said:
Quote:
Combat move is always at least (strategic move)/2, so the carriers can't be made superslow in combat. It'll have to be a relative thing, with carriers running 2 or 3 in combat and 4-6 outside, while fighters go 0-1 outside and 4-6 in combat.
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You can easily set it up so that even a ship that is fast on the strategic map is slow in combat (Imperial Star Destroyers come to mind). Just give the hulls the Combat Movement ability with a negative value (or a positive one for smaller ships). That's how I'm trying to do it in my mod.
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January 21st, 2005, 11:01 PM
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National Security Advisor
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Re: Carrier Battles Mod
Quote:
Nodachi said:
SJ said:
Quote:
Combat move is always at least (strategic move)/2, so the carriers can't be made superslow in combat. It'll have to be a relative thing, with carriers running 2 or 3 in combat and 4-6 outside, while fighters go 0-1 outside and 4-6 in combat.
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You can easily set it up so that even a ship that is fast on the strategic map is slow in combat (Imperial Star Destroyers come to mind). Just give the hulls the Combat Movement ability with a negative value (or a positive one for smaller ships). That's how I'm trying to do it in my mod.
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Yeah, I don't think that works. You can set up the file with a negative value and all, interestingly it doesn't give you an error. But in combat it doesn't seem to have any effect. Ship still moves at strategic speed/2.
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January 21st, 2005, 11:04 PM
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Private
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Re: Carrier Battles Mod
Here's an idea:
Have weapons for fighters divided between ones that can attack seekers/fighers/small stuff and can attack ships or planets. This is working off of using either fighters or bombers, which I think adds a level of finesse to tactical fighting. Anti-ship weapons would take up large space on a fighter encouraging a specialized design, where anti-fighter/seeker weapons would be smaller allowing for more flexiblity.
I don't think that nerfing Point Defense or ship based weapons is a good idea.
Think about it like this: point defense weaponry is meant to be small, agile, and flexible. It would be insanity for large ships not to field it in some catagory or another. I'd think in a carrier focused environment there would be ships that their sole purpose is point defense to protect carriers and support ships from missiles or fighters that slip past your fighters.
In an environment like this I'd think that ship based weaponry would be longer ranged with higher damage. Reload times would be higher and the weapons themselves would be heavier though. Also, in this enviroment seekers need to be more flexible. Perhaps ships should be able to launch more of them and certain technologies could make them faster, more armored, or some combination of effects. It would keep non-carrier ships important for combat, IMO.
Imagine it like this: Fighters would either play fleet defense or provide cover for bombers. The bombers would attempt to destroy ships before they can fire their deadly long range weaponry and missile volleys at your fleet.
Sorry if that dragged on a bit.
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January 21st, 2005, 06:16 PM
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Captain
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Re: Carrier Battles Mod
Quote:
Arkcon said:
an example is active armor, give it a range 1 weak point defence ability. To model it blowing itself up to defect a missile.
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Never thought of this...does it work? I was working on ideas for ESG's (expanding sphere generators) for an SFB (star fleet battles) mod. I was going to use the point defense ability, with a big weapon, so that it could also be used against big ships that get to close...does the PD ability work on other component types?
Kana
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January 21st, 2005, 06:59 PM
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Re: Carrier Battles Mod
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
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January 22nd, 2005, 06:29 AM
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Captain
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Re: Carrier Battles Mod
Quote:
geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
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Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...
Kana
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January 22nd, 2005, 09:30 AM
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General
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Re: Carrier Battles Mod
The only thing I can see as a real problem to this mod is the micromanagement that will come in the later stages of the game.
To over come this i suggest you have the transport ships cargo increased quite a bit to ferry fighters up to staging areas.
Mind you i am assuming that the player would build a cargo ship and set it to load fighters from fighter producing planets and drop it off where your fleet is being trained.
This would help with the running out of space problems that players would have to hunt down on 100 + planet empires.
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January 24th, 2005, 02:38 AM
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Shrapnel Fanatic
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Re: Carrier Battles Mod
Quote:
Kana said:
Quote:
geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
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Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...
Kana
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Which materials are those? They need to be corrected, because they are wrong. Geoschmo is quite correct.
SE5 will have user definable damage.
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February 15th, 2005, 12:11 PM
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Major General
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Re: Carrier Battles Mod
SJ, if you're planning to add more cultures, take a look at this. Adds a helluva lot of cultures. Some may be too powerful/too weak for Carrier Battles, but check it out.
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February 15th, 2005, 12:50 PM
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Corporal
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Re: Carrier Battles Mod
Inter-Species Intelligence Agency?
For a culture? That seems kind of silly.
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