.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
  #21  
Old November 1st, 2006, 11:54 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

No matter what the source, its a problem..
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #22  
Old November 2nd, 2006, 03:17 AM

thesilliest thesilliest is offline
Private
 
Join Date: Oct 2006
Posts: 19
Thanks: 0
Thanked 0 Times in 0 Posts
thesilliest is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

My Kamikaze defense is totally trashed by the fact that they'll all go after the same ship at once half of the time. <:/

I'm new to this game, and I love it, but issues like these really take me out of the experience, it just seems so absurd and buggy. I have more success using a handful of fast ships with long-range weapons than I do with a hulking base ship.
Reply With Quote
  #23  
Old November 2nd, 2006, 04:06 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

I suppose it also helps in ggmod that even a Battlefortress dosen't tend to vaporize medium ships in one volley...

You get lots of action and slow crippling before they go down in flames.

Overkill is rarely an issue, and that 50% at double expected means you don't tend to waste any shots unless there is a lack of targets in range...
And with the ability to build 30 scouts per turn at a homeworld, and the whole fighters thing, that dosen't happen too often either
Reply With Quote
  #24  
Old November 4th, 2006, 02:36 PM

Shadowstar Shadowstar is offline
Sergeant
 
Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
Shadowstar is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

Really kinda makes researching larger ships pointless doesn't it?

Why use a group of big ships when you can just throw 30 or 40 frigates at someone, knowing they won't be able to shoot them all...

The strategies should either use a damage prediction model, to see how much damage a single shot is likely to do, and then count that when each weapon is fired, or they should have a cycle targets option. I could see priority spreads being very useful in strategies.
Reply With Quote
  #25  
Old November 5th, 2006, 12:21 AM
NullAshton's Avatar

NullAshton NullAshton is offline
Major General
 
Join Date: Nov 2004
Location: Floating in space.
Posts: 2,297
Thanks: 0
Thanked 0 Times in 0 Posts
NullAshton is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

I believe destroyers are actually better than dreadnaughts on an equal cost basis. Did several simulations with that.
__________________
Hey! I found squirrels!

Vala - "The last time I was this bored, I took hostages!"
Reply With Quote
  #26  
Old November 5th, 2006, 12:34 AM
AAshbery76's Avatar

AAshbery76 AAshbery76 is offline
Corporal
 
Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
AAshbery76 is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

It actually makes mixed fleets important.
Reply With Quote
  #27  
Old November 5th, 2006, 02:58 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

One way to make bigger ships more interesting at the moment might be that their mounts decrease the weapon reload time instead of increasing the damage amount.
But of course the damage prediction calculation would be the ideal solution.
Reply With Quote
  #28  
Old November 6th, 2006, 03:11 PM

Shadowstar Shadowstar is offline
Sergeant
 
Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
Shadowstar is on a distinguished road
Default Re: Any way to have a ship cycle its weapons/targe

What I did in SE4 Starscape was make it so that the larger ship sizes would increase accuracy, while smaller ships would have lower accuracy. This could work here as well. I like the idea of making larger mounts increase firing rate instead of damage but it doesn't seem very realistic, unless you say that instead of making the weapon bigger they just add more "barrels" in a kind of howitzer or chaingun mechanic.
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 06:33 AM.


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