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November 22nd, 2002, 05:31 PM
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Lieutenant Colonel
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Re: Emissive Armour/Fighter Stacking
I think the issue with viewing was that it would take quite a while to watch each individual fighter move and fire. The concern with unstacking fighter damage while not unstacking fighters is that ships could be invulnerable to damage from fighters, while fighters could still be bLasted by the dozens with a single standard ship weapon.
Perhaps the solution is to restrict standard weapons from hitting fighters. PDC would still be deadly against fighters, though, and could shred light and medium fighters.
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November 22nd, 2002, 06:00 PM
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National Security Advisor
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Re: Emissive Armour/Fighter Stacking
If standard weapons are allowed to continue hitting fighters, at least making each shot hit only one fighter and discarding the excess instead of applying to to other fighters in the group would help.
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November 22nd, 2002, 09:01 PM
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Corporal
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Re: Emissive Armour/Fighter Stacking
What I am visualizing is allowing fighters to move and fire as a unit, but simply calculate damage from each unit as it is determined to hit or miss. EA of the target would count in this damage calculation. It would not have to slow down the visual effects of combat at all. Perhaps it would increase processor time slightly, but that would be the only noticeable effect.
In my "cosmic slant", Capital Ships all have mounts that multiply damage of weapon components (along with increased supply costs, size required, etc.), but substantially decreased chance to hit offensively. This makes the weapons of Capital Ships fearsome, and effective against planets and other vehicles of their class (which, because of their size have defensive penalties that match the offensive penalties of their class mounts), but give smaller warships (picture the Millenium Falcon) a chance to survive by simply turning tail and running. This also makes it near impossible for standard weapons mounted on Capital Ships to effectively target swarming Fighter Craft (defensive bonus for fighter size + offensive penalty from Capital Ship weapons). PD weapons, and specific anti-fighter weapons can pick off few a turn, but the massive Capital Weapons, engine requirements (thanx QNP, or mQNP), and space consumming Capital armor leave little room for much of those.
Capital Ship's very high armor points and EA effects give small Groups of warships little chance to significantly damage them (at least without using weapons that make them ineffective against ships of their own class), and make them almost entirely impervious to Fighter Craft. These Capital Ships use Fighter Craft themselves to deal with other non-Capital warships. EA is limited to Capital Armor only, and tops out at 20 points. The largest single shot Fighter Weapon does 25 points, so at best a huge fighter mass might be able to substantially weaken a Capital Ship's armor, maybe even get in few small internal hits, but nothing more by themselves.
These Capital Ships are tremendously expensive to produce and maintain, and the loss of 3 or 4 of them should have a decisive effect on an empire, but they would be a force to be feared.
Now, I can mod everything to make this particular vision playable, except for the oddity of stacking Fighter damage. Even the fact that units do not gain benefit of shield regeneration, or OA regeneration, or repair components, or get blown away in Groups by potent PD or standard weapon fire isn't really in conflict with this worldview.
I guess its just become a pet peeve... maybe I should just start creating 200 kt Fighters with standard ship weapons. Those would be fun in a stack.
CombatSquirrel
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November 22nd, 2002, 10:38 PM
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Lieutenant Colonel
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Re: Emissive Armour/Fighter Stacking
Quote:
Originally posted by CombatSquirrel:
What I am visualizing is allowing fighters to move and fire as a unit, but simply calculate damage from each unit as it is determined to hit or miss.....
CombatSquirrel
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Yes!!! Bring back swarm tactics! Bring on the area of effect weapons! Rock Paper Scissors!!!
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November 23rd, 2002, 05:32 AM
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Colonel
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Re: Emissive Armour/Fighter Stacking
Now how about this. Fighters would have a Anti-Armor torpedoe weapon that does about 50 damage and shoots every second turn, and damages armor only.
This would have to be in the standard game though or fighters would be useless there.
And dont tell me i can mod it, i know that.
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November 23rd, 2002, 06:48 AM
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National Security Advisor
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Re: Emissive Armour/Fighter Stacking
Actually you can't mod it.  There's no way to make a weapon that damages only armor.
Phoenix-D
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November 23rd, 2002, 08:11 AM
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Colonel
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Re: Emissive Armour/Fighter Stacking
then make them skip it.
How does that sound?
Make the weaker that crystal shards...
EDIT: already seems a bad idea to me... This is a no solution question
[ November 23, 2002, 06:11: Message edited by: Taera ]
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