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  #1  
Old October 5th, 2006, 06:38 PM

StarShadow StarShadow is offline
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Default Re: Ineffectual PDC for multiple ships: Solution

Actually it quarters the reload time, going from 2 seconds to 1/2 second per shot. I think the PD problem may be another manifestation of a known problem. The problem being, that when only one target is availible (ie in range), *all* weapons will completely unload at it. Even though more targets may be in range shortly.
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  #2  
Old October 5th, 2006, 10:37 PM
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Default Re: Ineffectual PDC for multiple ships: Solution

Quote:
that when only one target is availible (ie in range), *all* weapons will completely unload at it. Even though more targets may be in range shortly.
How was this handled in SEIV?
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Old October 5th, 2006, 11:00 PM

StarShadow StarShadow is offline
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Default Re: Ineffectual PDC for multiple ships: Solution

In SE4 all weapons except seekers hit their target instantly (in SE5 all weapon projectiles including beams have travel time), and fired sequentially (ie one after the other) until the target was destroyed.
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Old October 5th, 2006, 11:06 PM

Phoenix-D Phoenix-D is offline
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Default Re: Ineffectual PDC for multiple ships: Solution

And seekers did exibit the overkill effect, especially against planets.
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Old October 5th, 2006, 11:28 PM

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Default Re: Ineffectual PDC for multiple ships: Solution

I was hoping to see if increasing the beam/bolt projectile speed, in the hopes of making them basicly instant-hit, would help any. Unfortunately the demo won't allow it.
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Old October 5th, 2006, 11:34 PM

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Default Re: Ineffectual PDC for multiple ships: Solution

It helped in Starfury, except when you increased the speed too high the projectiles had a tendancy to randomly explode.

No, I have no idea why either.
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Old October 6th, 2006, 07:09 PM
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Default Re: Ineffectual PDC for multiple ships: Solution

Quote:
Phoenix-D said:
And seekers did exibit the overkill effect, especially against planets.
Except:

* In the latest versions of SEIV, the targetting AI will distribute seeker fire to avoid overtargetting somewhat.

* Since there was a delay of a whole SEIV tactical combat turn before targetting opportunities, instead of once every 1/10th of a second or so in SE5, many targets could be in range at the same time, making the above decision more likely to be interesting. The "continuous action" of SE5 combat poses an extra challenge for the AI to figure out how to distribute targetting effectively, which evidently has not been solved for the demo.

Meanwhile, players missing the ability to munckin-abuse the tactical AI can use this by sending out decoys to draw fire and dodge while other ships move into range to engage. Tricky to do though with the slow turning rates etc.

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