GFM GToeroe writes
>Off topic, but as you mentioned the IMT: Is there any deeper reason in
>the Bizmuth' generator value?
As I recall... we wanted it to be able to fire continuously until its
missiles were used up (it has no beams). It's very expensive and all it
has are those missiles, so we wanted them to be effective. I may have
misunderstood the statistics; I thought you needed this high a generator
level for the missiles to fire continuously. I have since read you only
need a power of 10. However I kept it at 100 through successive
iterations of the racepack, because I consider the combat code -
particularly the Wing code - to be so buggy that I wanted a safety
margin to be sure.
Of course this may make less sense with the new combat code.
In general the IMT fighters are meant to be like this:
Type 1 - Dirac Drone - cheap rubbish, useful mainly as a shield for the
more expensive types.
Type 2 - SSS - good versus other wings (but not ships)
Type 3 - Bismuth Zepplin - good versus ships (but not Wings). Also the
only ones useful versus bases. Consequently very expensive, as IMT
should not primarily be a fighter race.
The idea was that the type 3 SHOULD be good, but would require a shield
of types 1 or 2 or they would be easy meat versus other wings.
However, the type 3 seem pretty good versus wings too. I tried tweaking
the fighter stats many times - I think the racepack is now on iteration
8 - but never got the balance quite as was intended. Which is one reason
I say the Wing combat code is buggy: even with Scytale's advice,
changing the statistics never seemed to affect performance in the way
I'd expected.
By the way, one tip I recall from Scytale is: combat speed is important.
If a fighter is *too fast* it is less effective. You want it to stay in
combat range long enough to fire all its shots. If it is too fast it
zooms past enemies - exposing itself to PD fire etc - without delivering
its maximum payload. I tried *reducing* the speed of one fighter type in
one racepack iteration, and he was right, it became much more effective.
I don't know if you're aware of that, so I mention it here to help with
the new combat algorithms.
--
Paul Honigmann
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