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

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #21  
Old September 21st, 2006, 10:10 PM

StarShadow StarShadow is offline
Sergeant
 
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
StarShadow is on a distinguished road
Default Re: SEV early game battle strategy vs. SEIV

Because you can put Massive Mounts on a Baseship?
Reply With Quote
  #22  
Old September 22nd, 2006, 12:29 PM

Glyn Glyn is offline
Corporal
 
Join Date: Sep 2004
Location: Huntsville, AL.
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
Glyn is on a distinguished road
Default Re: SEV early game battle strategy vs. SEIV

Just need some Concrete Armor components for weapon platform.
Reply With Quote
  #23  
Old September 22nd, 2006, 02:45 PM

tmcc tmcc is offline
Corporal
 
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
tmcc is on a distinguished road
Default Re: SEV early game battle strategy vs. SEIV

I agree that any ship should be able to hit a planet but the real question is can it hit a dug in and camouflaged gun emplacement or missile battery. Remember how hard it was to take out a few Scuds in the desert. They used basic camouflage techniques like nets and buildings against the best satellite imagery, IR detection and millimeter wave radars. Not quite as easy as just hitting the Earth. I don't know how to implement in the game but the real issue is detection. Once a static emplacement is detected it should be fairly easy to hit, baring ECM or other targeting disruption. This should give at least the first shot to the WPs

In general military terms it takes a minimum 3x advantage to take on a dug in enemy and that ratio will result in significant casualties on the attacking side. I am assuming that any militarily competent race will dig in, harden and hide it's WPs.

Basically I think that defenses in SEV are too weak. This was a problem when SEIV first came out as well and was later corrected for the most part.

TM
Reply With Quote
  #24  
Old September 22nd, 2006, 06:59 PM

tmcc tmcc is offline
Corporal
 
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
tmcc is on a distinguished road
Default Re: SEV early game battle strategy vs. SEIV

Does sound like a bug in the weapon allocation routine. It should only assign a 150% overkill as a default, and this should be adjustable, not 100 missiles at one frigate

TM
Reply With Quote
  #25  
Old September 22nd, 2006, 07:13 PM

StarShadow StarShadow is offline
Sergeant
 
Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
Thanked 0 Times in 0 Posts
StarShadow is on a distinguished road
Default Re: SEV early game battle strategy vs. SEIV

AFAIK, it is adjustable, in Settings.txt

This section:

Estimated Targeting Damage Percent for Torpedo Weapon := 50
Estimated Targeting Damage Percent for Directed Torpedo Weapon := 50
Estimated Targeting Damage Percent for Beam Weapon := 50
Estimated Targeting Damage Percent for Bolt Weapon := 50
Reply With Quote
  #26  
Old September 27th, 2006, 10:07 AM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default Re: SEV early game battle strategy vs. SEIV

One possible difference: Are Overkills being computed once per target or once per targetting ship?

If fire allocation can be done on a more global basis, rather than an individual shooter basis, then better performance will result.

With this in mind, here's an interesting idea for a useful technology: Have "Target Linking" that allows several ships to make Overkill calculations as a group.
Reply With Quote
  #27  
Old September 27th, 2006, 10:55 AM

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: SEV early game battle strategy vs. SEIV

Its adjustable, but the problem is the targetting AI sees "ok, only one target in range, might as well shoot everything".

The damage percent is also adjustable in the strategies.
__________________
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
  #28  
Old September 27th, 2006, 11:31 AM

tmcc tmcc is offline
Corporal
 
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
tmcc is on a distinguished road
Default Re: SEV early game battle strategy vs. SEIV

The decision to shoot everything is bad from both a tactical decision making point of view as well from the perspective of ordnance usage, which can become an issue. Hopefully the AI's behavior in this regard can be modded.
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 12:52 PM.


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