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  #51  
Old January 25th, 2005, 07:40 PM
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Default Re: Carrier Battles Mod

I dunno.

What's a good armor thickness to use, anyways?
20 to 100 in cm?
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  #52  
Old January 25th, 2005, 11:05 PM
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Default Re: Carrier Battles Mod

I think with armor mounts you are getting a few too many mounts.
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  #53  
Old January 26th, 2005, 01:09 AM
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Default Re: Carrier Battles Mod

http://imagemodserver.mine.nu/other/...s_prealpha.zip

Strategies make a huge difference.
I just tried a simulator combat, small carrier loaded, vs 7 anti-fighter destroyers, which should be roughly balanced construction and maintenance costs wise.

With default strategies, the destroyers lose only one ship, and have only one or two damaged.

With smarter fighter strategies (not tactical combat - actual strategies), those destroyers all get disabled by the fighters. Although the fighters all die, the destroyers are worse than dead
In the combat I ran, the destroyers were left with weapons mostly intact, but immobilized and bleeding supplies.

In this case, the whole fighter load was set up as heavy dogfighters. Anti-Missile action was not a priority for any of them, though they did take some pot shots at missiles when there were no ships in range.

Note: Most of the tech levels are not finished, and race design has not been looked at yet.
This is just a Pre-alpha peek
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  #54  
Old January 26th, 2005, 01:34 AM
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Default Re: Carrier Battles Mod

Suicide Junkie said:
"I think a thickness mount for armor will be good too:
EG:
Steel Armor Plating I
size - 1
HP - 3

Then we have mounts:"


*SNIP*

This is very exciting, thickness mounts for armor. Now you'll be able to decide if you want light armor to provide some defense, or build a massive flying brick of a warship.

If only the armor had another detriment -- say, making to ship too very massive would rob you of some propulsion. Can you give armor a fractional minus to propulsion? So piling armor onto a large ship robs you of some movement, but the average amount of armor on a smaller ship wouldn't notice it at all.
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  #55  
Old January 26th, 2005, 01:54 AM
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Default Re: Carrier Battles Mod

Quote:
Arkcon said:
If only the armor had another detriment -- say, making to ship too very massive would rob you of some propulsion. Can you give armor a fractional minus to propulsion?
QNP does that automatically.

If you want to spend 10% more space on armor, you have to take the tonnage out of engines (or guns), and thus reduce your speed (or firepower).

If you want to allow some "free" armor, you can add some 0-kt components with a 10-per-ship limit.
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  #56  
Old January 26th, 2005, 02:18 AM
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Default Re: Carrier Battles Mod

Suicide Junkie said :
Quote:
Anti-Missile action was not a priority for any of them, though they did take some pot shots at missiles when there were no ships in range.
Would putting a level of Multiplex Tracking on the hull solve this, assuming that the anti-missile weapons can't target anything else?
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  #57  
Old January 26th, 2005, 12:51 PM
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Default Re: Carrier Battles Mod

Oops, didn't really think that through, did I? Sorry, I was stuck in the standard game rules late last night. Hee.

But the free space armor is always nice. P&N has buckytube gel armor, maybe you could call the free armor in this mod "re-enforced bulkheads", if you feel like being original.

I always wanted that as an option when building an important warship -- one specificall designed to stand up to punishment.
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  #58  
Old January 26th, 2005, 05:13 PM
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Default Re: Carrier Battles Mod

Quote:
Nodachi said:
Would putting a level of Multiplex Tracking on the hull solve this, assuming that the anti-missile weapons can't target anything else?
There were no missile-specific weapons on the figthers, so no.

I'm not sure if fighters get free multiplex, but I think I'll add some to the hulls just to be sure.
There are lots of fighters in the stack, so multi-targetting should not be a problem.
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  #59  
Old January 30th, 2005, 07:47 PM

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Default Re: Carrier Battles Mod

Suicide

Hows the progress going, I'm really interested in this idea and wanted see if the idea is still alive.


VaultDweller
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  #60  
Old January 31st, 2005, 01:29 AM
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Default Re: Carrier Battles Mod

Lots of progress I think.
http://imagemodserver.mine.nu/other/...tles_alpha.zip

Almost all of the base missiles are in, plus four standard guns.
Only one level of each weapon for now: the tree can be extended once the balance is right.

The balance between fighter and ships still needs work...
The stacking of small fighter guns is a problem.
Making the fighter guns do quarter to shields might help, but having some really high damage anti-fighter missiles is probably nessesary in order to force the fighter group sizes down.

---

One odd glitch I've noticed in the simulator; only one missile in a stack actually dies when the stack is hit, unlike normally where PD toasts a handful of missiles per hit...

PS:
Beware of the strategies... they're only half-decent and shouldn't be used in public
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