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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old February 4th, 2001, 06:33 AM

doctorcheese doctorcheese is offline
Private
 
Join Date: Jan 2001
Posts: 13
Thanks: 0
Thanked 0 Times in 0 Posts
doctorcheese is on a distinguished road
Default Imbalance: missiles v beams

Hey folks,

I'm loving this game, though I am finding something that makes not love it as much. It seems that missiles are just way too powerful versus beam weapons. I have a game where all of the AI's are using missiles mostly, and I am forced to as well, because even my best Cannons only have a range of 7. Their missiles have huge ranges and huge power.

There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.

Am I off my rocker on this? Can this be changed to balance things out?

DrCheese
Reply With Quote
  #2  
Old February 4th, 2001, 06:41 AM
Noble713's Avatar

Noble713 Noble713 is offline
Sergeant
 
Join Date: Aug 2000
Location: Garden-Variety State
Posts: 356
Thanks: 5
Thanked 0 Times in 0 Posts
Noble713 is on a distinguished road
Default Re: Imbalance: missiles v beams

More point defense and missiles won't be a threat anymore. Fill entire destroyers and light cruisers with PD.
__________________
Hail Caesar!

L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
Reply With Quote
  #3  
Old February 4th, 2001, 06:43 AM

Emperor Zodd Emperor Zodd is offline
Sergeant
 
Join Date: Jan 2001
Location: Syracuse,NY USA
Posts: 320
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor Zodd is on a distinguished road
Default Re: Imbalance: missiles v beams

Put 2 Point defense cannons on each of your ships and see how much better you will do in battle.
Reply With Quote
  #4  
Old February 4th, 2001, 07:17 AM

Sinapus Sinapus is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
Sinapus is on a distinguished road
Default Re: Imbalance: missiles v beams

Ah, so maybe you don't want to increase seeker speed like I have? If you have point defense, you can blunt the attacks. The increased speed just makes sure they only get one shot before they impact.



------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
Reply With Quote
  #5  
Old February 4th, 2001, 07:50 AM

Zanthis Zanthis is offline
Corporal
 
Join Date: Jan 2001
Posts: 89
Thanks: 0
Thanked 0 Times in 0 Posts
Zanthis is on a distinguished road
Default Re: Imbalance: missiles v beams

doctorcheese wrote:
quote:
There are so many different beam weapons that I would like to use (and see used on me), but it seems that you can't get close enough to get in a shot.

Actual, there is only one beam weapon: Phased Polaron Beams (PPBs). These weapons are better than every other beam weapon except a (very) few racial-tech weapons. Research Physics twice and then Phased weapons. Ta-da, you now have the best beam weapon in the game. You should be able to get these by turn 25 or so with most game settings. Enjoy.

__________________
-Zan
Reply With Quote
  #6  
Old February 4th, 2001, 07:52 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Imbalance: missiles v beams

Consider using carriers? Missiles can't target fighters...

Do research PD, and use fleets with overlapping fields of PD fire (currently, since the distance function is $L_{\inf}$, I prefer wall -- almost all of my ships will be able to simultaneously commence firing at any given target).

A more long-term goal is to research propulsion and stellar harnessing. Solar Sail III + 6x Quantum Engine --> 12/6 speed, which will match any missile in the unmodified game (only plasma IV/V can go 6, IIRC. And you really don't need QE; the level below it + Sail III gets you 11/6 due to rounding). Then use a variant of the Maximum Range strategy, with "Maximum Range/Don't Get Hurt" as the movement strategies. If you're a Propulsion Expert race, you can even be *faster* than the fastest missiles (13/7 in a BC hull; BB drops you to 12/6, even a DN will be 11/6 -- still as fast as a Plasma IV/V).

------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #7  
Old February 5th, 2001, 01:11 AM

God Emperor God Emperor is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Australia
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
God Emperor is on a distinguished road
Default Re: Imbalance: missiles v beams

As I have mentioned in another thread, I have enabled point defence at game start (but made subsequent researching a bit more expensive). This means that missiles (and fighters) have to be employed in mass to achieve results.
In order to make the AI more challenging, I have altered their DesignCreation files so that they have to include 2 PD per 100kT of ship and have decreased the space requirement for AI PD....
The AI opponents are much tougher to knock over......
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 06:34 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.