Discussion:
Fighter
(too old to reply)
GFM GToeroe
2008-05-22 07:58:57 UTC
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Hi!

After playing again an own game and after a couple of sims I have the
impression that either
SC are too strong or fighters are too weak.

What I'm thinking about is

- reducing the used blast of SCs when tryxing to penetrate the armor
of the wing's fighter by from 20 to 15 (earlier it was 10 and we have
changed it to 20)
- increasing the armor drain of beams and missiles by 25%
- increasing the hull damage of missiles by 25%
- Introducing the armor piercing feature of missiles when firing at
ships
- introducing (better) hconfig parameter to control it

And when I'm working on this I will also introduce the SC spread fire
(which will not increase the maximum possible number of killed
fighters per SC shot but let the same shot effect several fighters in
the neighborhood).

I will also introduce a more special way evasive and attack mods
effect different object types (e.g. evasive of ships have less meaning
for fighter missiles).

Any comments, wishes, tips and hints?

GFM GToeroe
m***@gmail.com
2008-05-22 11:05:17 UTC
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Post by GFM GToeroe
After playing again an own game and after a couple of sims I have the
impression that either
SC are too strong or fighters are too weak.
Thanks for voicing that concern, I agree 100% but didn't say anything
yet as I am still a relatively new player.

I currently play two games as Rebels and I have come to the same
conclusions - SC are overpowered to such a point that I try to evade
any foreseeable conflict until I have secured ET:Sand Shields.
Otherwise it is simply economically not viable to use wings.

Maybe it would be best to first focus on scaling the power of SC to
the desired level. Changing the performance of fighters overall might
lead to other unwanted secondary effects.

Cheers
Morg
Lord Lancelot
2008-05-22 13:18:30 UTC
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I agree to the SC reduction of power.

I strongly disagree to add any power to fighter beam weapon, they are
overpowered compared to missile.

We should try to improve missile fighter, but I really think it simple
vcr ord no / 10, and allow missile to fire (charge) a little faster.
The docking feature to recharge and rearm the fighter is a good idea,
but I hate this is now an obligation an not a tactical choice, try
using EE type 3 fighter wings by themself, no they can not have a ship
with them they are the fast
warp of the EE.

That would be my first step, I would also consider remover the square
root of missile, this render many fighter useless, unless they
continually dock to a base or a carrier.
Many race to not have access to carrier, Birdmen type 3, are now crap
and they have no early carrier.

Lord Lancelot
Amaranthine
2008-05-22 16:55:48 UTC
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Currently, losses to the Sand Caster are essentially a linear function
lossing from 1 to 100% of fighters (limited to 30).

This really does weight the odds towards larger wings taking 30 losses
regardless of the math.

How about changing that?

Instead of "fighter count * RND", use INT(RND*30)+1. Give a maximum
of fighter count * 0.5 (ie at most half of a small wing is killed).

So now instead of larger wings almost always taking 30 losses, there
is a linear chance of 1-30 being killed (average ~15).

The effect on small wings won't be too significant. Instead of losing
between 1 to fighter count (average 50%), they will now lose between 1
to 50% fighter count, heavily weighted towards 50%.


The effects on the game made by this change will be about a 50%
reduction in Sand Caster effectiveness against large wings (~15 losses
per hit instead of ~30) and mostly just stabalizing its effectiveness
against small wings (no "lucky shots" that take out the entire wing,
but also much fewer shots that do little damage; mostly just 50%
losses).
Shard
2008-05-23 10:55:06 UTC
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Post by GFM GToeroe
Any comments, wishes, tips and hints?
GFM GToeroe
Just a thought - how about increasing the mass of the Sand Caster to
60? That would instantly make them a lot less prevalent.

(The Rostov's Max Large Weapons size would need increasing from 50 to
60 as well.)
Morg
2008-05-23 13:17:19 UTC
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Post by Shard
Just a thought - how about increasing the mass of the Sand Caster to
60? That would instantly make them a lot less prevalent.
Not a good solution in my opinion as it has too many side effects. It
also doesn't address the core of the problem that SC themselves are
too strong against fighters.

Cheers
Morg
Lord Lancelot
2008-05-23 14:43:54 UTC
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Post by Shard
Post by GFM GToeroe
Any comments, wishes, tips and hints?
GFM GToeroe
Just a thought - how about increasing the mass of the Sand Caster to
60? That would instantly make them a lot less prevalent.
(The Rostov's Max Large Weapons size would need increasing from 50 to
60 as well.)
Bad idea, a few Races only have size 30.

Just reduce the SC power a bit, instead of many race pack changes.

Lord Lancelot

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