Welcome to GameHourz.com!
FAQFAQ   SearchSearch      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

Ord load of wings

 
   Game Forums (Home) -> VGA Planets 4 RSS
Related Topics:
Serious PD BUG against wings - Instead of the energy of the currently firing PD slot the number of the target of top ten target list (TTTL) which is currently under fire by your PD is taken and then this PD slot is Example PD slot w=1 shall fire. Then browse..

Balancing Fighter Wings - I found this on the wiki, I think it give a good idea on what change is needed. Host 198 >From New Host Still favor Small Wings I ran two quick tests to see this was any change - The new..

Balancing Fighter Wings - I found this on the wiki, I think it give a good idea on what change is needed. Host 198 >From New Host Still favor Small Wings I ran two quick tests to see this was any change - The new..

runtime error 339 - Hello just formatted my system partition but my planets 4 folder has been saved on another partition ... is there a way to use the old without I mainly ask that as i lost my reg but have a valid..

Race255 pods - Hi! Will a war ship set to destroy race255 wreckage pods? GFM GToeroe
Next:  new server  
Author Message
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 1) Posted: Sat Dec 29, 2007 5:38 am
Post subject: Ord load of wings
Archived from groups: alt>games>vgaplanets4 (more info?)

Hi!

1) What if wings use "real" ord (1 base/ship/pod ord = 100 wing micro
ord)?
2) Consider an extreme example, Tripod. A single fighter has an
fighter ord payload value of 500. So the 500 missile need 50000
energy. Now take the generator value and devide it by 400 or 50 or
what ever divisor is used in the charge code. This fighter will have
enough ord until the end of the game. Two avoid god like full salvos
wings additionally have a limitation about how much fighters per type
per tick can fire. And it is planned to to have a "return home" mode
where wings can return to their base or carrier for re-arming/charging
(mainly the missiles). So the linear usage of the ord paylod of
fighters makes problems here.

Suggestion:
a) A missile shot uses 10 micro ord
b) The micro ord load of a wing is: sqr(fighter ord payload value) x
fighter count
c) The real ord usage is: fighter ord payload value x fighter count/
100

So wing missiles really can run out of ammo. The spectrum from 1 to
500 is compressed to a range of 1 to 22.3 A micro wing of 10 can fire
a missile. And a 100 EET3 wing would use for example 100*500/100 = 500
normal ord. It then fire still 223 missiles.

100 Thunder Dancer would need 26 real ord and have an micro ord load
of 509 enough for 50 missiles shots.

Do you recognize any serious misconception here?

GFM GToeroe

 >> Stay informed about: Ord load of wings 
Back to top
Login to vote
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 2) Posted: Sat Dec 29, 2007 11:07 am
Post subject: Re: Ord load of wings [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 29 Dez., 18:05, KlingonKommand <P... DeleteThis @nurk.fnord> wrote:
> >So wing missiles really can run out of ammo.
>
> this would be good if the wings were intelligent enough to change their
> behaviour when they run out. Some fighter types have no beams and these
> should then avoid combat. Otherwise you will get lots of complaints from
> Beta testers - "my wings still fly up to enemies when they have no

How do you think about me? If then I make it completely! If "Return
home" is active then wings try to fly back to their base of carrier to
get new ammo. And if there is no such possibility then they go into
"flee mode" (but not a stupid one, for example they try to hide near a
base if it is strong)

Gabor

 >> Stay informed about: Ord load of wings 
Back to top
Login to vote
protomatter

External


Since: Apr 27, 2007
Posts: 119



(Msg. 3) Posted: Sat Dec 29, 2007 12:37 pm
Post subject: Re: Ord load of wings [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 29, 2:07 pm, GFM GToeroe <g... DeleteThis @gtoeroe.de> wrote:
> On 29 Dez., 18:05, KlingonKommand <P... DeleteThis @nurk.fnord> wrote:
>
> > >So wing missiles really can run out of ammo.
>
> > this would be good if the wings were intelligent enough to change their
> > behaviour when they run out. Some fighter types have no beams and these
> > should then avoid combat. Otherwise you will get lots of complaints from
> > Beta testers - "my wings still fly up to enemies when they have no
>
> How do you think about me? If then I make it completely! If "Return
> home" is active then wings try to fly back to their base of carrier to
> get new ammo. And if there is no such possibility then they go into
> "flee mode" (but not a stupid one, for example they try to hide near a
> base if it is strong)
>
> Gabor

honestly, i dont like how wings use ammo altogether,
id be a happy camper if the carrier carrying its max wing Compliment
would has some, even if little, effect on a ship that it is in a fight
with. heres a couple things ive noticed thats wrong with fighters.
1) fighters make hits on enemy ships, but no damage is reflected. i
had a vcr where where 6 wings of 25 attacked and scored 41 hits on its
target. but the targetship showed no damage whatsoever.
2) ships with evasive bonuses are nearly invulnerable to fighter
wings. the wings cannot score hits on ships with a evasive bonuses.
and if adding exotics to the evasive bonus. you have to have wings
1000 or more in size to score hits on high evasive. evasive should not
reflect the power to evade energy weapons. it should however reflect
the ability to dodge ordinance based weapons anything that is fired as
ordinance based usually represents a miussile of some kind. if its a
missile type ordinance weapon such as PTT's merculite rockets,500 mm
gun etc, it needs a guidance system to hit the target. thus an evasive
bonus could be used to fool the guidance system. the better the
evasive, the greater the odds of fooling the guidance. however energy
based weapons such as beams, lasers heavy lasers, ion cannons pahasers
etc, use no guidance systems. and should not be defeated be evasive
bonuses. thus a fighter wings missiles could be evaded but a wings
laser should not be effected.

Protomatter
 >> Stay informed about: Ord load of wings 
Back to top
Login to vote
KlingonKommand

External


Since: May 29, 2004
Posts: 451



(Msg. 4) Posted: Sat Dec 29, 2007 5:05 pm
Post subject: Re: Ord load of wings [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>So wing missiles really can run out of ammo.

this would be good if the wings were intelligent enough to change their
behaviour when they run out. Some fighter types have no beams and these
should then avoid combat. Otherwise you will get lots of complaints from
Beta testers - "my wings still fly up to enemies when they have no
ammo!"
--
Paul Honigmann
 >> Stay informed about: Ord load of wings 
Back to top
Login to vote
Ralph Hoenig

External


Since: Mar 01, 2005
Posts: 160



(Msg. 5) Posted: Sat Dec 29, 2007 10:53 pm
Post subject: Re: Ord load of wings [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"protomatter" <protomatter.DeleteThis@buckeye-express.com> schrieb
>
> 2) ships with evasive bonuses are nearly invulnerable to fighter
> wings. the wings cannot score hits on ships with a evasive bonuses.
> and if adding exotics to the evasive bonus. you have to have wings
> 1000 or more in size to score hits on high evasive. evasive should not
> reflect the power to evade energy weapons. it should however reflect
> the ability to dodge ordinance based weapons anything that is fired as
> ordinance based usually represents a miussile of some kind. if its a
> missile type ordinance weapon such as PTT's merculite rockets,500 mm
> gun etc, it needs a guidance system to hit the target. thus an evasive
> bonus could be used to fool the guidance system. the better the
> evasive, the greater the odds of fooling the guidance. however energy
> based weapons such as beams, lasers heavy lasers, ion cannons pahasers
> etc, use no guidance systems. and should not be defeated be evasive
> bonuses. thus a fighter wings missiles could be evaded but a wings
> laser should not be effected.
>
> Protomatter

I can see three possibilities here

1) The evasive stat represents some kind of ECM suit, that is used to fool
the guiding system of the actual munition.
This would obviously not work on beam weapons

2) The evasive stat represents some kind of ECM suit, that is used to fool
the targeting and tracking system of the enemy warship/fighter.
This could work against any form of weapon, directed against the target

3) The evasive stat represents the manouverability of the ship. The better
the manouvrability of the target, the bigger is the sphere it can be in,
when the shot actually arrives on target, and therefore the likelyhood of a
miss increases with the manouvrability of the target vessel.


Personaly, Iīd vote for option 3.

Given the fact, that beam weapons *can* miss in VCR, the distances in VCR
have to be rather large, perhaps up to a lightsecond or more, so the sphere
the target can manouver in until the shot arrives, can be rather large.

Looking at the weapons accuracy, most beam weapons have rather good
accuracy, while the "dumb" projectile weapons (500mm, MDC, AMG and PBC) have
rather low accuracy, representing the difficulty of relatively slow
projectiles to hit fast moving targets.
Most beam weapons (FC, FB, DC, PPC, TLA and LTLA) have rather good accuracy.
PTTs and Merculites are guided ammo and have good accuracy
EMs and SCs are "Area Effect" weapons, and this makes up for slow bullet
speed, therefore good accuracy

Beam weapons with low accuracy:
HL (Tech 1, so probably a problem with the weapons targeting system/mount)
IC/IGA (Donīt realy have an explanation here, perhaps Ions as "bullets" are
esyer to deflect with EM-fields)
PC (Not realy a beam weapon, but well. Perhaps the particles are not
accelerated enough and only move with 0.5c )

Blaster Cannon: I donīt realy have an explanation for this one. Very good
accuracy, but uses an actual bullet.
Perhaps it is set to detonate once it reaches the target space (like in an
AA shell. Might even have proximity fuses)


I agree, however, that no amount of manouverability of a warship would do
much good to deflect the fire of attacking fighters.

Yes, fighters (well, bombers) had difficulties to hit high manouverable
ships in WW2, but this was due to the slow payload (torps) or rudimentary
targeting systems and difficult aerodynamics (dive bombers). Hitting ships
with guns (i.e. strafing) was no problem at all (if you survived the AA
fire)

Ralph Hoenig, Germany
 >> Stay informed about: Ord load of wings 
Back to top
Login to vote
Lord Lancelot

External


Since: Apr 16, 2007
Posts: 165



(Msg. 6) Posted: Sat Dec 29, 2007 11:30 pm
Post subject: Re: Ord load of wings [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

About evasive on ship is divided by 5 or 10, vs fighter wing ?

Ship easily dodging fighters does not make much sense to me.

Lord Lancelot
 >> Stay informed about: Ord load of wings 
Back to top
Login to vote
GFM GToeroe

External


Since: Jul 28, 2005
Posts: 196



(Msg. 7) Posted: Sun Dec 30, 2007 3:02 am
Post subject: Re: Ord load of wings [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 29 Dez., 21:37, protomatter <protomat....DeleteThis@buckeye-express.com>
wrote:

> honestly, i dont like how wings use ammo altogether,
> id be a happy camper if the carrier carrying its max wing Compliment
> would has some, even if little, effect on a ship that it is in a fight

What do you want to say exactly?

> with. heres a couple things ive noticed thats wrong with fighters.
> 1) fighters make hits on enemy ships, but no damage is reflected. i
> had a vcr where where 6 wings of 25 attacked and scored 41 hits on its
> target. but the targetship showed no damage whatsoever.

It is a reason of the code changes to make bigger wings better
compared to smaller ones. Tim introduced after the original hit
sequence and additional check if the hit can do damage. Don't know if
Magik is aware of this.

> 2) ships with evasive bonuses are nearly invulnerable to fighter
> wings. the wings cannot score hits on ships with a evasive bonuses.
> and if adding exotics to the evasive bonus. you have to have wings
> 1000 or more in size to score hits on high evasive. evasive should not
> reflect the power to evade energy weapons. it should however reflect
> the ability to dodge ordinance based weapons anything that is fired as
> ordinance based usually represents a miussile of some kind. if its a
> missile type ordinance weapon such as PTT's merculite rockets,500 mm
> gun etc, it needs a guidance system to hit the target. thus an evasive
> bonus could be used to fool the guidance system. the better the
> evasive, the greater the odds of fooling the guidance. however energy
> based weapons such as beams, lasers heavy lasers, ion cannons pahasers
> etc, use no guidance systems. and should not be defeated be evasive
> bonuses. thus a fighter wings missiles could be evaded but a wings
> laser should not be effected.

Ok, we will put it on the radar.

Gabor
 >> Stay informed about: Ord load of wings 
Back to top
Login to vote
Display posts from previous:   
   Game Forums (Home) -> VGA Planets 4 All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Page 1 of 1

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]