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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old December 9th, 2001, 12:22 AM

Mark Walton Mark Walton is offline
Corporal
 
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Mark Walton is on a distinguished road
Default Re: Stealth Armor: Unbalanced

Personally I think all cloaking devices ought to give a to-be-hit penalty if there is a shortfall in the scanner tech.

So a target ship with level 4 cloak being fired on by a ship with level 2 scanners would get 2x the bonus.

The bonus should be scalable in settings.txt (say 5% default)
Reply With Quote
  #2  
Old December 9th, 2001, 10:08 PM

Aub Aub is offline
Corporal
 
Join Date: Jan 2001
Posts: 83
Thanks: 0
Thanked 0 Times in 0 Posts
Aub is on a distinguished road
Default Re: Stealth Armor: Unbalanced

quote:
Originally posted by Taqwus:
Hm. Are cloaked ships still prohibited from sweeping?


Here is a different question: what occurs first, sweeping or combat? If I send a bunch of suicidal sweepers through a warp point, will they sweep before they get destroyed by the guarding ships?

IF the asnwer is "yes" then by sacrificing some sweepers first I can easily sneak a cloaked task force through a mined warp point (and then it can travel undetected and pick lightly defended tragets).

If the sweepers are destroyed before they sweep then the combination of some mines plus ships is very effective at stiopping a cloaked invasion.
Reply With Quote
  #3  
Old December 9th, 2001, 10:19 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Stealth Armor: Unbalanced

The answer is yes.

Mines are encountered (and swept) before combat. Any ships that survive the minefield will then be engaged by the defenders.

Rollo
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #4  
Old December 10th, 2001, 12:28 AM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default Re: Stealth Armor: Unbalanced

"BUT: Stealth Armor is extremely cheap (and you gat it along with the regular Armor and other benefits), and once you get it you can do stealth attacks, which gives you a huge advantage. Counter-measures? They are rather expensive..."

The counter-measures in the early game, is very cheappy: Mines. I always go for stealth armor and mines in the early game.
Reply With Quote
  #5  
Old December 11th, 2001, 03:07 AM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: Stealth Armor: Unbalanced

Personally, I think that the whole issue of mines, cloak, sensors, and sight is off and should be adjusted. IMO, there is the potential for a massive range of different cloaks suspible to different sensors. As it stands, all the sensor types are identical. The only difference will be how someone chooses to research them. If each sensor type had it's own advantage over the others, and the research cost wasn't so high, I think that would add much more to the game.

Example: The Amorkrie have developed Reflective Hull (EM cloak), while the Drushock have developed Gravitic Displacers (Gravitic cloak). Meanwhile, the Terrans, in the middle, have researched Gravitic Sensors because of an ongoing Arms buildup with the Drushock while all the time, unaware of the Amorkrie presence.
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
  #6  
Old December 11th, 2001, 03:20 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: Stealth Armor: Unbalanced

That can be modded in..

Phoenix-D
__________________
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
  #7  
Old December 11th, 2001, 06:42 AM
Skulky's Avatar

Skulky Skulky is offline
Second Lieutenant
 
Join Date: Oct 2001
Location: California
Posts: 521
Thanks: 0
Thanked 0 Times in 0 Posts
Skulky is on a distinguished road
Default Re: Stealth Armor: Unbalanced

Totally agree with bearclaw. Then you could build all inclusive cloak ships that woudl be a must-have in any late game fleets but could also have a balanced early game as the level 1 or maybe even 2 of all cloaks (tehre woudl be more now) would be detectable by any detector. Then as more advances are made you would be able to detect more cloaks. A short reange (2 or 1 square detector that is cheap) would allow early counter to stealth armor without losing the cost.
__________________
Come join the forces of democracy and fight for independence from Totalitarianism, Dictatorships, Emperors and Empresses, Oligarchys and Fundamentalists at SE4 by Committee
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 05:35 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.