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

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old March 19th, 2001, 07:54 AM

JDL JDL is offline
Private
 
Join Date: Nov 2000
Location: Morristown, NJ USA
Posts: 17
Thanks: 0
Thanked 0 Times in 0 Posts
JDL is on a distinguished road
Default FIghter missile pods, too powerful?

at highest they have 100 damage. they never miss and with heavy fighters w/ 2 shield 3's each you can make a mess. To say nothing of the early on swarms of the small fighters you can field. you can overwhelm all but the most dedicated aegis pdc ships and kill his fleet and still have some left over.

THoughts?
__________________
JDL
Reply With Quote
  #2  
Old March 19th, 2001, 09:56 AM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default Re: FIghter missile pods, too powerful?

Weapons are still a mess as far as play-balance is concerned.
But MM is working on this (and new weapons, maybe), so doing a "general" mod to fix this will only be good 'til the next patch ...

A.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
Reply With Quote
  #3  
Old March 19th, 2001, 12:28 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: FIghter missile pods, too powerful?

I do not think they are to powerful. First the range is short, so the attacking fighters will be exposed to the point defense weapons before the can use their missile pods. Second if the enemy is not killed by the first attack amd there are no other weapons besides the missile pods, the fighters will be slaughtered in the remaining combat turn. That's what I observed quite frequentely. Third they can only target ships and planets. Against other fighters or satellites this could mean obliteration. My personal preference for fighter weapons is therefore either incinerator beam or meson bLaster.
Reply With Quote
  #4  
Old March 19th, 2001, 01:15 PM
Alpha Kodiak's Avatar

Alpha Kodiak Alpha Kodiak is offline
Captain
 
Join Date: Jan 2001
Location: Chandler, AZ, USA
Posts: 921
Thanks: 0
Thanked 0 Times in 0 Posts
Alpha Kodiak is on a distinguished road
Default Re: FIghter missile pods, too powerful?

I think of fighters with missile pods as strike aircraft that need escorts. I usually build two fighter types, one with missile pods and one with some sort of guns. The missile launchers can get a big punch in against ships, while those with guns can engage other fighters as well as finish off surviving ships.

I don't think that they are unbalanced. Remember what one fighter with an Excocet missile did in the Faulklands war?
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)

Ursoids of the Galaxy, unite!
Reply With Quote
  #5  
Old March 19th, 2001, 03:37 PM

Triumvir Emphy Triumvir Emphy is offline
Corporal
 
Join Date: Jan 2001
Location: Dayton
Posts: 158
Thanks: 0
Thanked 0 Times in 0 Posts
Triumvir Emphy is on a distinguished road
Default Re: FIghter missile pods, too powerful?

I think the fact that the british used aluminium for their super structure caused the problem, not the exocet, it just started the fire. (aluminium is hard to put out once it starts burning). A similar strike on current ships wouldn't nearly cause that much damage.
__________________
Je maintendrai
Reply With Quote
  #6  
Old March 19th, 2001, 05:35 PM
Alpha Kodiak's Avatar

Alpha Kodiak Alpha Kodiak is offline
Captain
 
Join Date: Jan 2001
Location: Chandler, AZ, USA
Posts: 921
Thanks: 0
Thanked 0 Times in 0 Posts
Alpha Kodiak is on a distinguished road
Default Re: FIghter missile pods, too powerful?

quote:
Originally posted by Triumvir Emphy:
I think the fact that the british used aluminium for their super structure caused the problem, not the exocet, it just started the fire. (aluminium is hard to put out once it starts burning). A similar strike on current ships wouldn't nearly cause that much damage.


Good point, but it was still one missile from one fighter. If it wasn't intercepted it would do significant damage to any ship, even if it didn't sink it. A squadron of attack planes, if not destroyed by defensive fire first, would wreck havoc on any fleet. My point was merely that the fact that fighters using missiles can do substantial damage to ships in SEIV is not out of line.

As far as balance is concerned, think about how much research it takes to get even small fighters carrying missile pod IIIs.

Construction 1: 50000
Fighters 1: 100000
Small weapons 3: can't remember, but significant
Missiles 3: again, can't remember (at work) but quite significant

To get heavy fighters costs a LOT more in research.

For all that research, it is not out of line to get a one shot per combat value that is quite large.

__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)

Ursoids of the Galaxy, unite!
Reply With Quote
  #7  
Old March 19th, 2001, 06:14 PM

Triumvir Emphy Triumvir Emphy is offline
Corporal
 
Join Date: Jan 2001
Location: Dayton
Posts: 158
Thanks: 0
Thanked 0 Times in 0 Posts
Triumvir Emphy is on a distinguished road
Default Re: FIghter missile pods, too powerful?

this brings us to the wave motion gun vs DUC debate again, the rocket pod works on the principle that you need to be able to kill ALL your opponents in the first wave, else you loose all.

For the price of a rocket pod you could put 3 ducIII's on the fighter and get the same damage in 2 and a half turns.

I suggest people use a combination of both, have the rocket pod fighters just a little slower than the duc fighters, this seems to work well in simulations (strategic)
__________________
Je maintendrai
Reply With Quote
  #8  
Old March 19th, 2001, 11:54 PM

Aussie Gamer Aussie Gamer is offline
Sergeant
 
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
Aussie Gamer is on a distinguished road
Default Re: FIghter missile pods, too powerful?

If you look at the amount of damage over the 30 turns, taking into account that you are most likely only fighting for 20 turns, then all the weapons are reasonable equal for size to cost to damage ratio.

I will match your missile fighters against my organic lightening ray fighters any time, even if they could fire at each other.

All weapons of a fighter group are used on one target per turn, so you would kill a group off but the rest would surive, shooting at you for the next 19 turns.
Reply With Quote
  #9  
Old March 20th, 2001, 06:17 AM
Will's Avatar

Will Will is offline
Lieutenant Colonel
 
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
Will is on a distinguished road
Default Re: FIghter missile pods, too powerful?

Just some corrections/comments here, to show that Rocket Pods are not that powerful...

Rocket Pods are direct-fire weapons, and they CAN miss.

Rocket Pods can fire ONCE in combat. Easy to get around with Tactical, just have your carrier pick them up and relaunch, but then you have to worry about the carrier getting shot up. With Strategic combat, this isn't an option, so you better have overwhelming power.

As stated before, it takes a long time to research up to the level to get a truely useful fighter using Rocket Pods. Small and Medium would be too easy to kill, and/or be too slow to do much good.

Rocket Pods are only really useful when they have lots of backup. It's one of the most inflexible designs you can make.
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
Reply With Quote
  #10  
Old March 20th, 2001, 09:10 PM
mac5732's Avatar

mac5732 mac5732 is offline
Brigadier General
 
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
mac5732 is on a distinguished road
Default Re: FIghter missile pods, too powerful?

In my opinion, leave the rocket pods as they are. In WWII SPD's and TP's always went in with ftr escort or they became dog meat, alla
battle of Midway. However, if they did get thru the ftrs and PD and hit, they did extensive damage. The same with SEIV, by using ftrs, it causes your opponent to use them as well. Otherwise it makes the ftrs useless and not worthwhile to build or use. I think it adds to the game, you have to defend against them or suffer decent damage, it also causes you to build ftrs to help protect your ships, planets and bases. Take the damage they are capable of doing out of the game and you eliminate their use. Why would you want to build ftrs or carriers to carry them if they only caused minute damage or less.. Just an opinion Mac
__________________
just some ideas Mac

BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
Reply With Quote
Reply

Bookmarks


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 06:02 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.