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  #31  
Old June 20th, 2002, 03:26 AM
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Quikngruvn Quikngruvn is offline
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Default Re: Rumours, Suggestions, Features on the Next Update

Quote:
This is already true except for missile level.. except that the PD cannons get such a ridiclous combat bonus that you never really notice.
Ah. Then I'd say the bonus needs to be toned down slightly! (Learn something new every day....)

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  #32  
Old June 20th, 2002, 05:18 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Rumours, Suggestions, Features on the Next Update

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Originally posted by Phoenix-D:

This is already true except for missile level... except that the PD cannons get such a ridiculous combat bonus that you never really notice.

Phoenix-D
If we could mod the ECM level of seekers we'd be able to make higher level seekers that would be able to escape more PD fire.
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  #33  
Old June 20th, 2002, 05:38 AM

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Default Re: Rumours, Suggestions, Features on the Next Update

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Originally posted by Baron Munchausen:
If we could mod the ECM level of seekers we'd be able to make higher level seekers that would be able to escape more PD fire.
Can't you already do this with the 'Combat to Hit Defense Plus' ability that is already present???

Simply add that ability to a seeker component and mod the defense bonus to whatever you want.

Has anyone tried this before?
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  #34  
Old June 20th, 2002, 05:43 AM
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Default Re: Rumours, Suggestions, Features on the Next Update

My guess, although I have never tried it, is that giving the seeker component this ability would make the ship firing the seeker harder to hit, but have no effect on the seeker itself.

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  #35  
Old June 20th, 2002, 06:04 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Rumours, Suggestions, Features on the Next Update

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Originally posted by geoschmo:
My guess, although I have never tried it, is that giving the seeker component this ability would make the ship firing the seeker harder to hit, but have no effect on the seeker itself.

Geoschmo
That's right. The component's abilities will not affect the seekers. It will just boost the ship's defense, which is a bit illogical for a missile launcher.
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  #36  
Old June 20th, 2002, 09:47 AM
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Default Re: Rumours, Suggestions, Features on the Next Update

My answer has always been to increase the damage resistance of the missile. I went on the assumption that the missile 'soaked up' more of the damage not only because it was stronger, but that maybe it was more agile, so drew/avoided a lot of the fire directed it's way.

Oh, and if you increase the missile speed, it reduces the number of chances the PD have to shoot at it. (I found the unmodded missiles moved so slowly that retreating ships could get two or three PD volleys off by the time the missile closed the distances).

Just my $.02
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  #37  
Old June 20th, 2002, 02:44 PM

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Default Re: Rumours, Suggestions, Features on the Next Update

Hey Rogue0001

Thats a great idea.

I vote for that one as well

I can use the autocad plotters at work to print up the maps....
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  #38  
Old June 20th, 2002, 05:36 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Rumours, Suggestions, Features on the Next Update

Quote:
Originally posted by jimbob:
My answer has always been to increase the damage resistance of the missile. I went on the assumption that the missile 'soaked up' more of the damage not only because it was stronger, but that maybe it was more agile, so drew/avoided a lot of the fire directed it's way.

Oh, and if you increase the missile speed, it reduces the number of chances the PD have to shoot at it. (I found the unmodded missiles moved so slowly that retreating ships could get two or three PD volleys off by the time the missile closed the distances).

Just my $.02
Yes, missiles are much too slow by default. I've boosted even the standard CSM to move at speed 9 by the time it reaches level 5. The Plasma Torp/Missile moves at 12, which no ship can possibly match even with combat thrusters. Only fighters can match that speed.
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  #39  
Old June 20th, 2002, 05:51 PM
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Default Re: Rumours, Suggestions, Features on the Next Update

This is just my opinion, but I think all the problems with balancing the missles come from making them available at game start, but not allowing point defense until after a lot of research. With SEIII missles come around about the same time as PDC, so you can make them tougher to kill without making them impossible to beat early on.

So either require some research to get to missles, or allow some weak form of point defense early on. Then you can do a better job of balancing them so they Last longer without throwing the early game so terribly out of whack.

Reasonable?

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  #40  
Old June 20th, 2002, 06:17 PM

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Default Re: Rumours, Suggestions, Features on the Next Update

I'm always on the look out for little bits and pieces of suggestions on things like game balancing. You guys should check out my mod when it comes out in another half a year!
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