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

This Month's Specials

The Star and the Crescent- Save $8.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old July 22nd, 2006, 11:24 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Making Torpedos Better and Small Ships Tougher

I've figured out a simple way to make both torpedo weapons and small ships more effective at the same time:

Give torpedos maximum range (20)
Give torpedos heavy damage
Give them a massive to-hit penalty (-90%)
Give larger hulls heavy defensive penalties (the heavier the ship, the greater the Defense Minus)

So torps are much more likely to hit a larger ship than a smaller one. This makes larger hulls extremely vulnerable to long range torpedo volleys, but makes smaller hulls virtually immune to them. You can make smaller torpedo destroyers designed to take out battleships and dreads.

In the mod I'm building I also gave all the torpedos 0 damage until range 6 (the torp has to arm itself). So if a ship is fast enough, it can get in close and take apart a torpedo destroyer without getting damaged.

What do you guys think?
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #2  
Old July 22nd, 2006, 12:10 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Making Torpedos Better and Small Ships Tougher

Keep in mind with each square distance already adds -10 to hit for the weapon. At 20 range, it will have a combined -290% chance to hit before other modifiers are even considered.

You can also encourage ship balance using QNP and revising mounts so they are not so unequal in their size to damage ratio.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #3  
Old July 22nd, 2006, 12:20 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Making Torpedos Better and Small Ships Tougher

You're building another mod? Mind sharing with us what it's all about?
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #4  
Old July 22nd, 2006, 05:01 PM

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: Making Torpedos Better and Small Ships Tougher

I added a special shield mount for small ships. Smaller component for nearly the same amount of shield points. I figure smaller surface area would allow for overlapping shield generators.

Seems to work. Plus with the extra defense bonus for smaller ships, and quicker to build, you can have lots of cheap ships with decent shields use swarm tactics. Like uber-fighters only without that pesky PD weakness.
__________________
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
  #5  
Old July 22nd, 2006, 05:55 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Making Torpedos Better and Small Ships Tougher

I've been doing some testing. I totally forgot that distance affected the chance to-hit. Looks like Torpedos don't need such a massive to-hit penalty after all. I just need to give greater defensive penalties to the larger hulls.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #6  
Old July 24th, 2006, 06:56 PM
Parasite's Avatar

Parasite Parasite is offline
Second Lieutenant
 
Join Date: Jul 2003
Location: Texas
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
Parasite is on a distinguished road
Default Re: Making Torpedos Better and Small Ships Tougher

Would the AI understand the zero damage at short range effect? Useing Max range and Largest would be the strategy to use.
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
Reply With Quote
  #7  
Old July 24th, 2006, 07:13 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Making Torpedos Better and Small Ships Tougher

The AI handles blind spots perfectly, even in the middle of a damage range (for direct fire; seekers disappear at the first range where 0 damage is done).
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
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 02:59 PM.


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