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June 18th, 2002, 11:08 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Rumours, Suggestions, Features on the Next Update
Eww....
I hadn't looked at the default techs for a long time. The Shard Cannon tops out at 35 points!?  That's sick! 10 levels for 35 points while the PPB gets to 60 points in 5 levels!
Mod those files is all I can say.  I've got the Shard Cannon topping out at 50 points and the PPB topping out at 45, though there's another weapon 'after' it in that tech field which goes to 70 points and ignores all shields. (It's a 40kt component, though...)
[ June 18, 2002, 22:09: Message edited by: Baron Munchausen ]
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June 19th, 2002, 01:27 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Rumours, Suggestions, Features on the Next Update
Note the range, as well.
Shard Cannon: 1.17 @ range 8
P. Polaron Beam: 2.00 to 1.67 @ range 6
It is also general knowledge that you use the shard cannons against organic targets & their heavy armor. If there are shields involved, you use more efficient weapons.
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June 19th, 2002, 02:05 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Rumours, Suggestions, Features on the Next Update
under the topic of suggestions for future updates how about making it so that only the hosts txt files (components/ facilities etc) are needed for a multi game. This way you could get around the problems mentioned of getting everyone to get the same mode. Of course probably be a major code change and make .gam files huge.
The other think I would like to see (probably also a major code change) is a way to play tactical combat in a multi game(at least in tcp/ip mode).
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June 19th, 2002, 02:46 AM
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Shrapnel Fanatic
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Re: Rumours, Suggestions, Features on the Next Update
Wheel Mouse Support.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 19th, 2002, 05:39 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Rumours, Suggestions, Features on the Next Update
Heh... yeah, I suppose the biggest fault in the UI is the lack of wheel- mouse support. Once you get used to it, it's really frustrating trying to use a computer without it.
SJ: The AI isn't smart enough to alter its designs to handle different opponents. And besides, you've paid 1,500 race points to get this tech area. So, the Shard Cannon has to be a decent general weapon, although it also helps to include at least one HEM in every design over Light Cruiser size.
I still think that some improvement is needed in armor. When the next beta arrives I think I'll be able to make some cool armor mounts that will make armor much more useful. And then the hardly used special ability of the Crystalline Techs will start to be worth more.
[ June 19, 2002, 05:28: Message edited by: Baron Munchausen ]
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June 19th, 2002, 06:02 AM
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Sergeant
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Join Date: Mar 2002
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Re: Rumours, Suggestions, Features on the Next Update
Ever since I played a Pyschic Race and had access to the allegiance subverter I have felt as though I was cheating. The Pyschic Race has a great deal of cool things, but when ever the allegiance subverter is researched and applied, it is basically game over if playing against the AI.
I hope that no ones feels that I am stepping on shoes, but think about it. One or two frigates armed with a subverter and enough protection to get in close enough to a Dreadnaught. Well next thing you know you have a Dreadnaught and enough technology gained from analyzing it to put you in Evil empire status real quick. Or a real large fleet built with out even having high tech ship yards.
It should either cost an incrediable amount, or have a significant reduction in successfully scoring a hit.
So yeah, shave a little off the Pyschic advantages and put on the fat to the Crystalline which has some real cool techs, but nothing really worth while becuase of what it has to offer.
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June 19th, 2002, 06:33 AM
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General
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Join Date: Aug 2000
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Re: Rumours, Suggestions, Features on the Next Update
Well, the Allegiance Subverter is like all the other 'specialty' damage weapons -- there's no defence or mitigation! This is the problem with 'engines only' damage, 'shield generators only' damage, 'weapons only' damage, etc. It's all or nothing in every case.
And crew conVersion is the same. Either your ship instantly joins the other side or it has no effect. If there was a 'shield' of some sort possible, and/or if it tracked unsuccessful hits and increased the chance of success by some factor based on those previous hit, and/or if it took some time to take effect (disabled the ship for a round or two before it came over to your side), things could be much more interesting.
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