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Old February 17th, 2003, 09:27 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Wish list for patch/SEV

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Originally posted by LGM:
All the weapons with high supply factors, lose that trade off factor (NSP and WMG) with QRs in the game.
The tradeoff to using WMGs is that their damage/kt/turn ratio is lousy, and their damage/kt alpha strike isn't much better. Increase the damage to around 180-200 and you'd have a weapon that would be more worthwhile using for the massive research cost.

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If this is not already true, and I think that it is not, I would like to see damage randomization weighted by the larger of structure space and the damage size of a component. The chances of hitting a Large Weapon should be greater than the chances of hitting a 10 KT component.
The probability that an item will be hit is equal to its structure tonnage divided by the total structure tonnage of the ship, and thus, large components are already more likely to be hit.

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Make the Relious trait more costly in points: 2000 or 2500. Make the Talisman cost something like 3000 or 6000 organics to make them have some special cost factor.
For 2500 points I can raise maintenance reduction to 120%, or aggressiveness and defensiveness to 125%/120%. The talisman would hardly be worth it with that kind of cost.

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Their damage rating should be 5 KT. They may be 40 KT of space, but one hit should desecrate their holiness.
Giving them a smaller damage resistance would make them less likely to be destroyed until the entire ship was gone.

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All hits should have a 5% chance of skipping armor. Each armor component taken out, should increase the chance of bypassing armor. Chance to bypass armor should be 5% + (95% * KT Armor Destroyed) / # KT Armor on ship design). This would make larger hulls increasingly vulnerable as their armor is damaged. The KTs above, are space KTs, not damage KTs.
It would be far better to use mods with leaky armour instead of hard-coding behaviour like this.

Armour and shield facings are a bad idea for a game that easily involves battles between hundreds of ships in the stock game, and thousands in some mods.

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Do computer controled tactical in strategic mode combat games in simultaneous and incrementally and allow ships to fire at any point in the increments. This will allow range advantage to actually be exercised.
What do you mean by this Last statement? Strategic combat is already identical to tactical, except that the computer controls both sides. Ships can already fire at any point in their movement.
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