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Since: Jul 28, 2005 Posts: 196
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(Msg. 1) Posted: Wed Mar 12, 2008 7:03 am
Post subject: Wings vs. wings Archived from groups: alt>games>vgaplanets4 (more info?)
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Hi!
One of the things left in new combat code is a review of the wing
firing at a wing code.
Currently we have amazing bonuses for the bigger wings. For example a
single shot from a bigger wing can kill up to ~27 enemy fighter in the
smaller.
To give a most extreme example: An Ahir micro wing of 10 fighters
against an 1K Rutzie wing is a ridicilous game. The Ahir is
desintigrated faster than one can look. The aforementioned bonus was
introduced when (I think after the D4 tournament) micro wings came
into vogue in great quantities. People where forced into awful micro
management.
But nowadays we have mighty group and fleet management and the next
client release will let the "hearts beat higher" (a german phrase) one
more time ("Hail to Magik!") and also big wings has minor advantages
in the new model anyway.
So this bonuses are already regarded as history in the coding team.
But even without them and if one only takes the races which are
commonly regared as fighter races (Rebel, CoM, EE, Bot, Cents,
Sol,...) one gets difficulties to get small wings vs. big wings into a
range where one can speak of balance.
So a first attempt is to make higher armored fighters more resistent
against incoming fire. But if you model the armor effect so that Ahirs
come into a balanced range against the other end of the scale (i.e.
Rutzies) then the Ahir is God like against for other good types, e.g.
the good Rebel or CoM fighter types. The reason is that there is one
thing missing we have in wing versus ship: The weapon strengths have
an effect on the size of the drain/damage they inflict. But a fighter
is either killed or not.
So I was remembered to the aformentioned current multi kill abilities
with the idea to form a "very good" fighter type only if several stats
are good. If one looks at the fighter type list then the costs of a
type often scales with armor and beam (but not missile) strength. So I
found by sims that one can get balancing results which point into a
promising direction if one introduces a good mixture of armor
resistence and multi kills depending on the beam strength. This multi
kill could be regared as energy which punches thru a fighter wing and
hits another fighter or exploding fighters destroy fighters in their
neighborhood. Currently I'm playing arround with this kill formula:
kills per hitting beam shot = 1 + INT((1+beam/100)*RND)
So a Ahir had 1 + INT((3*RND). 33% of the time a hitting shot then
would kill 1 fighter, 33% of the time it would kill 2 fighters and 33%
of the time 3 fighters. In the mean it would kill 2 fighters.
So I would like to ask if it would be a problem for you to introduce
such multi kill beam strength related thing?
Another question as we talk about fighters: Often I heard player
complaining about the missile wepaons of fighters. The asked "Can't we
just get rid of them?". They said "They are of no really worth!" or
"What can they do what beams can't besides the longer range?"
As we have introduced the ability to re-arm wings in combat by
carriers I would like to make missiles more interesting. Something
they can do what beam can't do or at least not so effectively. We are
open for any suggestions. Any ideas?
GFM GToeroe >> Stay informed about: Wings vs. wings |
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Since: Apr 27, 2007 Posts: 104
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(Msg. 2) Posted: Wed Mar 12, 2008 7:25 am
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 12, 10:03 am, GFM GToeroe <g....TakeThisOut@gtoeroe.de> wrote:
> Hi!
>
> One of the things left in new combat code is a review of the wing
> firing at a wing code.
>
> Currently we have amazing bonuses for the bigger wings. For example a
> single shot from a bigger wing can kill up to ~27 enemy fighter in the
> smaller.
>
> To give a most extreme example: An Ahir micro wing of 10 fighters
> against an 1K Rutzie wing is a ridicilous game. The Ahir is
> desintigrated faster than one can look. The aforementioned bonus was
> introduced when (I think after the D4 tournament) micro wings came
> into vogue in great quantities. People where forced into awful micro
> management.
>
> But nowadays we have mighty group and fleet management and the next
> client release will let the "hearts beat higher" (a german phrase) one
> more time ("Hail to Magik!") and also big wings has minor advantages
> in the new model anyway.
>
> So this bonuses are already regarded as history in the coding team.
>
> But even without them and if one only takes the races which are
> commonly regared as fighter races (Rebel, CoM, EE, Bot, Cents,
> Sol,...) one gets difficulties to get small wings vs. big wings into a
> range where one can speak of balance.
>
> So a first attempt is to make higher armored fighters more resistent
> against incoming fire. But if you model the armor effect so that Ahirs
> come into a balanced range against the other end of the scale (i.e.
> Rutzies) then the Ahir is God like against for other good types, e.g.
> the good Rebel or CoM fighter types. The reason is that there is one
> thing missing we have in wing versus ship: The weapon strengths have
> an effect on the size of the drain/damage they inflict. But a fighter
> is either killed or not.
>
> So I was remembered to the aformentioned current multi kill abilities
> with the idea to form a "very good" fighter type only if several stats
> are good. If one looks at the fighter type list then the costs of a
> type often scales with armor and beam (but not missile) strength. So I
> found by sims that one can get balancing results which point into a
> promising direction if one introduces a good mixture of armor
> resistence and multi kills depending on the beam strength. This multi
> kill could be regared as energy which punches thru a fighter wing and
> hits another fighter or exploding fighters destroy fighters in their
> neighborhood. Currently I'm playing arround with this kill formula:
>
> kills per hitting beam shot = 1 + INT((1+beam/100)*RND)
>
> So a Ahir had 1 + INT((3*RND). 33% of the time a hitting shot then
> would kill 1 fighter, 33% of the time it would kill 2 fighters and 33%
> of the time 3 fighters. In the mean it would kill 2 fighters.
>
> So I would like to ask if it would be a problem for you to introduce
> such multi kill beam strength related thing?
>
> Another question as we talk about fighters: Often I heard player
> complaining about the missile wepaons of fighters. The asked "Can't we
> just get rid of them?". They said "They are of no really worth!" or
> "What can they do what beams can't besides the longer range?"
>
> As we have introduced the ability to re-arm wings in combat by
> carriers I would like to make missiles more interesting. Something
> they can do what beam can't do or at least not so effectively. We are
> open for any suggestions. Any ideas?
>
> GFM GToeroe
someone mentioned earlier about flakkers and sandcasters something i
liked.
the idea was that if a sandcaster fired into a large swarm of fighters
its hit probabilities are greater(i.e. it kills a greater amount) as
opposed to firing at smaller wings, due to the large wings having to
group closer , whereas smaller wings dont have as great an area that
they cover.
now fighter versus fighter im liking the odds that a smaller wing has
a lower chance to miss 1000 fighters in a wing due them being grouped
together so tightly. i mean the sky is covered how could you possibly
miss hitting something. as opposed to firing at smaller wings spaced
out and manuevering freely ,where accuracy would be required just to
hit one of them.
the large wing multi hit is something i like, hitting 1 fighter in a
tightly group large wing could result in the debris colliding into yet
another fighter taking it out as well. or even hitting a fighter that
spins out of control into another fighter within its own group. this
is something im liking regarding large wings. in the end large wings
would be good ship killers and smaller wings better at killing larger
wings. smaller wings would have greater mobility than larger wings. as
keeping a wing together in flight would probably require lots of
pilots to maintain thier position within the large group to prevent
collisions. thus a reduction in mobility.
armor, as far as i know armor to some extent is currently not that
great in the current model. but if placed into the new combat code to
provide resistance from other fighters im all for that. however if the
armor is used to show resiliance against ships im against that. i
believe fighter armor should only be relative in fighter versus
fighter scenarios. not fighter versus ships.
reloading of ord. while i like the idea of reloding missiles during
the vcr, im kinda wondering, should it always be so. there may be
circumstances where i would rather they not reload. perhaps there are
fighter wings in the combat area that id rather they switch to attack
when thier ord has run out. as opposed to continueing thier attack on
the ships by reloading the ord. if implemented i would hope there
could be some command codes that would allow them not to reload and to
attack firghters if they remain present in the VCR if no fighters
remain then by all means reload. perhaps build in a measure that if
fighters have missiles on board and ships are present priority is to
attack ships into all ord is expended then attack fighters... once all
fighters are eliminated then reload and continue against ships.
Proto >> Stay informed about: Wings vs. wings |
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Since: Apr 27, 2007 Posts: 104
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(Msg. 3) Posted: Wed Mar 12, 2008 7:49 am
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 12, 10:25 am, protomatter <protomat... RemoveThis @buckeye-express.com>
wrote:
> On Mar 12, 10:03 am, GFM GToeroe <g... RemoveThis @gtoeroe.de> wrote:
>
>
>
> > Hi!
>
> > One of the things left in new combat code is a review of the wing
> > firing at a wing code.
>
> > Currently we have amazing bonuses for the bigger wings. For example a
> > single shot from a bigger wing can kill up to ~27 enemy fighter in the
> > smaller.
>
> > To give a most extreme example: An Ahir micro wing of 10 fighters
> > against an 1K Rutzie wing is a ridicilous game. The Ahir is
> > desintigrated faster than one can look. The aforementioned bonus was
> > introduced when (I think after the D4 tournament) micro wings came
> > into vogue in great quantities. People where forced into awful micro
> > management.
>
> > But nowadays we have mighty group and fleet management and the next
> > client release will let the "hearts beat higher" (a german phrase) one
> > more time ("Hail to Magik!") and also big wings has minor advantages
> > in the new model anyway.
>
> > So this bonuses are already regarded as history in the coding team.
>
> > But even without them and if one only takes the races which are
> > commonly regared as fighter races (Rebel, CoM, EE, Bot, Cents,
> > Sol,...) one gets difficulties to get small wings vs. big wings into a
> > range where one can speak of balance.
>
> > So a first attempt is to make higher armored fighters more resistent
> > against incoming fire. But if you model the armor effect so that Ahirs
> > come into a balanced range against the other end of the scale (i.e.
> > Rutzies) then the Ahir is God like against for other good types, e.g.
> > the good Rebel or CoM fighter types. The reason is that there is one
> > thing missing we have in wing versus ship: The weapon strengths have
> > an effect on the size of the drain/damage they inflict. But a fighter
> > is either killed or not.
>
> > So I was remembered to the aformentioned current multi kill abilities
> > with the idea to form a "very good" fighter type only if several stats
> > are good. If one looks at the fighter type list then the costs of a
> > type often scales with armor and beam (but not missile) strength. So I
> > found by sims that one can get balancing results which point into a
> > promising direction if one introduces a good mixture of armor
> > resistence and multi kills depending on the beam strength. This multi
> > kill could be regared as energy which punches thru a fighter wing and
> > hits another fighter or exploding fighters destroy fighters in their
> > neighborhood. Currently I'm playing arround with this kill formula:
>
> > kills per hitting beam shot = 1 + INT((1+beam/100)*RND)
>
> > So a Ahir had 1 + INT((3*RND). 33% of the time a hitting shot then
> > would kill 1 fighter, 33% of the time it would kill 2 fighters and 33%
> > of the time 3 fighters. In the mean it would kill 2 fighters.
>
> > So I would like to ask if it would be a problem for you to introduce
> > such multi kill beam strength related thing?
>
> > Another question as we talk about fighters: Often I heard player
> > complaining about the missile wepaons of fighters. The asked "Can't we
> > just get rid of them?". They said "They are of no really worth!" or
> > "What can they do what beams can't besides the longer range?"
>
> > As we have introduced the ability to re-arm wings in combat by
> > carriers I would like to make missiles more interesting. Something
> > they can do what beam can't do or at least not so effectively. We are
> > open for any suggestions. Any ideas?
>
> > GFM GToeroe
>
> someone mentioned earlier about flakkers and sandcasters something i
> liked.
>
> the idea was that if a sandcaster fired into a large swarm of fighters
> its hit probabilities are greater(i.e. it kills a greater amount) as
> opposed to firing at smaller wings, due to the large wings having to
> group closer , whereas smaller wings dont have as great an area that
> they cover.
>
> now fighter versus fighter im liking the odds that a smaller wing has
> a lower chance to miss 1000 fighters in a wing due them being grouped
> together so tightly. i mean the sky is covered how could you possibly
> miss hitting something. as opposed to firing at smaller wings spaced
> out and manuevering freely ,where accuracy would be required just to
> hit one of them.
>
> the large wing multi hit is something i like, hitting 1 fighter in a
> tightly group large wing could result in the debris colliding into yet
> another fighter taking it out as well. or even hitting a fighter that
> spins out of control into another fighter within its own group. this
> is something im liking regarding large wings. in the end large wings
> would be good ship killers and smaller wings better at killing larger
> wings. smaller wings would have greater mobility than larger wings. as
> keeping a wing together in flight would probably require lots of
> pilots to maintain thier position within the large group to prevent
> collisions. thus a reduction in mobility.
>
> armor, as far as i know armor to some extent is currently not that
> great in the current model. but if placed into the new combat code to
> provide resistance from other fighters im all for that. however if the
> armor is used to show resiliance against ships im against that. i
> believe fighter armor should only be relative in fighter versus
> fighter scenarios. not fighter versus ships.
>
> reloading of ord. while i like the idea of reloding missiles during
> the vcr, im kinda wondering, should it always be so. there may be
> circumstances where i would rather they not reload. perhaps there are
> fighter wings in the combat area that id rather they switch to attack
> when thier ord has run out. as opposed to continueing thier attack on
> the ships by reloading the ord. if implemented i would hope there
> could be some command codes that would allow them not to reload and to
> attack firghters if they remain present in the VCR if no fighters
> remain then by all means reload. perhaps build in a measure that if
> fighters have missiles on board and ships are present priority is to
> attack ships into all ord is expended then attack fighters... once all
> fighters are eliminated then reload and continue against ships.
>
> Proto
this reminds me of rock paper scissors.
Ships
(Rock)
/ \
/ \
/ \
Large wings Small wings
(paper) -------- (scissors)
Proto >> Stay informed about: Wings vs. wings |
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Since: Jul 28, 2005 Posts: 196
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(Msg. 4) Posted: Wed Mar 12, 2008 8:01 am
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 12 Mrz., 15:25, protomatter <protomat... RemoveThis @buckeye-express.com>
wrote:
> On Mar 12, 10:03 am, GFM GToeroe <g... RemoveThis @gtoeroe.de> wrote:
> now fighter versus fighter im liking the odds that a smaller wing has
> a lower chance to miss 1000 fighters in a wing due them being grouped
> together so tightly. i mean the sky is covered how could you possibly
> miss hitting something. as opposed to firing at smaller wings spaced
> out and manuevering freely ,where accuracy would be required just to
> hit one of them.
>
> the large wing multi hit is something i like, hitting 1 fighter in a
> tightly group large wing could result in the debris colliding into yet
> another fighter taking it out as well. or even hitting a fighter that
> spins out of control into another fighter within its own group. this
> is something im liking regarding large wings. in the end large wings
> would be good ship killers and smaller wings better at killing larger
> wings. smaller wings would have greater mobility than larger wings. as
> keeping a wing together in flight would probably require lots of
> pilots to maintain thier position within the large group to prevent
> collisions. thus a reduction in mobility.
Binding the size of a wing to mobility and giving a good target for
others is an idea I have in mind maybe for later after we collect the
first experiences with the new combat.
> provide resistance from other fighters im all for that. however if the
> armor is used to show resiliance against ships im against that. i
> believe fighter armor should only be relative in fighter versus
> fighter scenarios. not fighter versus ships.
Oh, there I have to disappoint you. PD/SC vs. wings needs the fighter
armor as living part for being balanced.
> reloading of ord. while i like the idea of reloding missiles during
> the vcr, im kinda wondering, should it always be so. there may be
> circumstances where i would rather they not reload. perhaps there are
> fighter wings in the combat area that id rather they switch to attack
> when thier ord has run out. as opposed to continueing thier attack on
> the ships by reloading the ord. if implemented i would hope there
> could be some command codes that would allow them not to reload and to
Wings will have the attack switch "Return to HOME!" to order them to
return to the carrier for re-ammo needs. But they will only do that if
there is nobody who has fired in the last ticks on them and their
carrier and if the carrier is not too badly damaged (re-docked wings
are captured in their own carrier if the carrier has been damaged too
badly in the meanwhile).
BTW: The carrier can also be a base, too, in the case of home guard
wings.
Gabor >> Stay informed about: Wings vs. wings |
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Since: Apr 27, 2007 Posts: 104
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(Msg. 5) Posted: Wed Mar 12, 2008 10:45 am
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 12, 11:01 am, GFM GToeroe <g....DeleteThis@gtoeroe.de> wrote:
> Oh, there I have to disappoint you. PD/SC vs. wings needs the fighter
> armor as living part for being balanced.
for indirect fire agree, armor is played out for the fires. i guess i
should of been more specific... im thinking micro missile launchers
and turbo lasers etc. direct fire ship weapons, if direct fire hits a
fighter it should be destroyed regardless of the armor. and while im
thinking about it.ships small weapoms type: lasers. now i dont know
why it currently doesnt fire at fighter wings. when looking at
fighters they are armed with two types of weapons...
missiles( specific tye of missile has never been declared that im
aware of) and beams( commonly reffered to as lasers in some instances)
if the fighters can shoot each other with lasers why cant ships shoot
fighters with lasers?
> Wings will have the attack switch "Return to HOME!" to order them to
> return to the carrier for re-ammo needs. But they will only do that if
> there is nobody who has fired in the last ticks on them and their
> carrier and if the carrier is not too badly damaged (re-docked wings
> are captured in their own carrier if the carrier has been damaged too
> badly in the meanwhile).
not as high tech as i would hope for, but still an improvement over
what we currently have
>
> BTW: The carrier can also be a base, too, in the case of home guard
> wings.
this would of course be assumed.
>
> Gabor
i notice that some races have attack and evasive bonuses for thier
fighters,
would they actually play out using those bonuses in the new VCR?
and if so would the attack bonuses be effective against ships?
perticulary in cases versus the innamorate which has such a high
evasive bonus that they have become immune to fighters?
also would the attack and evasive bonuses go up and or down depending
on wing sizes? i would think that the standard attack bonuses would
apply to smaller wings (less than 1k sizes) but those same smaller
wings might get an additional 10% to thier evasive since they would
have full mobility for being small wings. while the larger wings would
lose evasive perks in exchange for attack bonus perks?
hard for me to explain couldnt we just use evasive and attack bonuses
for wings to different thier powers?
examples
wing size attack bonus evasive bonus
-------------------------------------------------------------
>50 -30 +30
>100 -20 +20
>500 -10 +10
>1K 0 0
>2K +10 -10
>3K +20 -20
3k+ +30 -30
not to any perticular scale but an example of how larger versus
smaller balances out the Combat VCR's? or would that be too dramatic a
change? >> Stay informed about: Wings vs. wings |
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Since: Apr 27, 2007 Posts: 104
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(Msg. 6) Posted: Wed Mar 12, 2008 2:38 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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as an idea for the missiles. make them useless for anti fighter. but
effective versus ships and bases.
missiles versus ships could have some shield arc, basically the
primary explosive power would be applied to the shields and the
remaining portion of the explosive power is applied to the ships
armor. or if no armor remaining, then applied to the hull.
missiles versus bases: let missiles versus bases deal their explosive
yield to structures personell and resources together. divided equally
accross the three.
furthermore i would like to see a differential between beams and
missile versus base shield. ideally i would like to see fighters with
no missiles having zero chance of bringing down base shields. but
allowing fighters with missiles a chance to bring down the shields but
with an exception, give missiles a 1% chance per missile to bring down
the base shield. thus larger wings with larger ord bays would have
greater chance. and..... once they run out of ord thier VCR , and
thier chance of bringing down of the base shield is over after they
have reloaded one time. dont allow them more opportunity than they
have ordinance for. having a carrier in orbit however would give them
the option to reload ordinance and continue taking the chance but only
one reload.
"Return Home" for reloading of ord to the missiles of the wings should
be limited to prevent abuse. i would think 1 reload per wing should be
sufficient. thus keeping us from a gauranteed base shield drop. or
drawing out a long ship to ship battle. basically im foreseeing a
single fighter going back and forth to the carrier( which is set to
don not destroy disabled) to reload 1 missile over and over. this
would be too pathetic if the target ship was disabled and we are
waiting for the single fighter to finish the job one missile at a
time, one reload at a time (simply beacause its not set to " do not
destroy disabled"
oh and one last request.
docked fighters should follow the attack rules of the ship. if the
ship is set to " do not destroy disabled" then its docked wings should
have the same orders. or at least a switch on the ship to have the
fighters follows the ships rules regarding disabled. i hate going thru
20 wings on a single carrier to match thier disabled ship rules to
that of the ship. an all fighters on board match ship switch rules
would be nice. but then again i suppose group command can offer the
same thing.
Proto >> Stay informed about: Wings vs. wings |
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Since: May 29, 2004 Posts: 447
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(Msg. 7) Posted: Wed Mar 12, 2008 6:37 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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1. When does one get swarms of 10,000 fighters versus 1,000 microwings?
Or to put it another way - if two players have the same resources, say
in mid game, and both field 2,000 fighters, then I see no problem in the
large wing killing lots of small ones. It is simply one of those things
the players should simulate and check before a big battle. The big wing
loses more to sandcasters. Surely this is balanced.
I understand that two players spending the same money may get very
different numbers of fighters. If they are not happy, they should put
the cash in ships.
You are worrying about something before it is proved broken.
2. I've not noticed people saying missiles are useless. I assumed they
were the primary anti-ship weapon. Beams are better versus fighters.
Please keep missiles.
Paul Honigmann >> Stay informed about: Wings vs. wings |
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Since: Jul 17, 2005 Posts: 28
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(Msg. 8) Posted: Wed Mar 12, 2008 9:00 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"KlingonKommand" <Paul.TakeThisOut@nurk.fnord> schrieb im Newsbeitrag
news:H$qe1HJpLC2HFwUs@furfur.demon.co.uk...
> 1. When does one get swarms of 10,000 fighters versus 1,000 microwings?
>
> Or to put it another way - if two players have the same resources, say in
> mid game, and both field 2,000 fighters, then I see no problem in the
> large wing killing lots of small ones. It is simply one of those things
> the players should simulate and check before a big battle. The big wing
> loses more to sandcasters. Surely this is balanced.
I'm not getting tired to bring the Ahir as extreme example: In the new code
the Ahir is balanced. against ships. But this helps nothing if there are is
a 500 Rutzie wing, which wipes out the Ahir easily if a single beam hit of
the Rutzie wing can kill 37 Ahirs.
>
> I understand that two players spending the same money may get very
> different numbers of fighters. If they are not happy, they should put the
> cash in ships.
>
> You are worrying about something before it is proved broken.
It is broken. I can see it in the excel VBA simulator which contains the
complete space combat code.
>
> 2. I've not noticed people saying missiles are useless. I assumed they
> were the primary anti-ship weapon. Beams are better versus fighters.
> Please keep missiles.
So what is your suggestion to make missiles more interesting?
Gabor >> Stay informed about: Wings vs. wings |
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Since: May 29, 2004 Posts: 447
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(Msg. 9) Posted: Wed Mar 12, 2008 9:03 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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>But I agree that this artificial big bonus is not good. Just let's kill
>it and take a look.
Yes, on re reading my post I see I forgot to say that bit. The bonuses
for large wings probably aren't needed now. They were a patch to solve a
problem which may no longer occur with the new code.
--
KlingonKommand >> Stay informed about: Wings vs. wings |
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Since: Mar 21, 2007 Posts: 106
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(Msg. 10) Posted: Wed Mar 12, 2008 9:25 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Proto, it would be really nice if you learn to quote. That mean delete
the lines that are not needed to understand you reply. Post you answers
inline in the quote e.g.
> bla bla
> more bla
> even more bla
my opinion is that bla is boring.
Also it reads really ugly if you fully quote a long message.
No one can through you out of here, it's the usenet, but you would do a
favor to more than one person, I think. Of the one I'm sure because that
would be me
Sebastian >> Stay informed about: Wings vs. wings |
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Since: Mar 21, 2007 Posts: 106
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(Msg. 11) Posted: Wed Mar 12, 2008 9:39 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> I'm not getting tired to bring the Ahir as extreme example: In the new
> code the Ahir is balanced. against ships. But this helps nothing if
> there are is a 500 Rutzie wing, which wipes out the Ahir easily if a
> single beam hit of the Rutzie wing can kill 37 Ahirs.
Bring many wings of F101 wings along. The average Ahirs kill will be
balanced then. There's no need to balance every weakness of every
fighter. You only need to balance the sum of the fighters from one race.
The F101 gives really good micro wings.
But I agree that this artificial big bonus is not good. Just let's kill
it and take a look.
Sebastian >> Stay informed about: Wings vs. wings |
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Since: Jul 17, 2005 Posts: 28
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(Msg. 12) Posted: Wed Mar 12, 2008 10:03 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"protomatter" <protomatter DeleteThis @buckeye-express.com> schrieb im Newsbeitrag
news:e5daace6-0bd0-4223-a2fe-508059bcbab3@m3g2000hsc.googlegroups.com...
> if the fighters can shoot each other with lasers why cant ships shoot
> fighters with lasers?
Is already written down as idea...but too drastic atm.
>> Wings will have the attack switch "Return to HOME!" to order them to
>> return to the carrier for re-ammo needs. But they will only do that if
>> there is nobody who has fired in the last ticks on them and their
>> carrier and if the carrier is not too badly damaged (re-docked wings
>> are captured in their own carrier if the carrier has been damaged too
>> badly in the meanwhile).
>
> not as high tech as i would hope for, but still an improvement over
> what we currently have
I do not understand what you want to say here.
> i notice that some races have attack and evasive bonuses for thier
> fighters,
> would they actually play out using those bonuses in the new VCR?
Yes.
> and if so would the attack bonuses be effective against ships?
> perticulary in cases versus the innamorate which has such a high
> evasive bonus that they have become immune to fighters?
Even an Innamorata is more massive the a fighter.
> also would the attack and evasive bonuses go up and or down depending
> on wing sizes? i would think that the standard attack bonuses would
> apply to smaller wings (less than 1k sizes) but those same smaller
> wings might get an additional 10% to thier evasive since they would
> have full mobility for being small wings. while the larger wings would
> lose evasive perks in exchange for attack bonus perks?
This it also a valid option and written down to my ideas list, too. But
nothing for the next release.
> not to any perticular scale but an example of how larger versus
> smaller balances out the Combat VCR's? or would that be too dramatic a
> change?
Not dramatic but one has to take care how the balance shifts. Again nothing
for the next release.
Gabor >> Stay informed about: Wings vs. wings |
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Since: Jul 17, 2005 Posts: 28
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(Msg. 13) Posted: Wed Mar 12, 2008 10:39 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Sebastian" <Sebastian.RemoveThis@nospam.nospam> schrieb im Newsbeitrag
news:fr9f1a$6bm$1@news.albasani.net...
>
>> I'm not getting tired to bring the Ahir as extreme example: In the new
>> code the Ahir is balanced. against ships. But this helps nothing if there
>> are is a 500 Rutzie wing, which wipes out the Ahir easily if a single
>> beam hit of the Rutzie wing can kill 37 Ahirs.
>
> Bring many wings of F101 wings along. The average Ahirs kill will be
> balanced then. There's no need to balance every weakness of every
Sure? If you mix Ahir wings with Sabik wings then your targetting code IIRC
will recognize that the Ahir are the more dangerous... If mix Sabik and Ahir
together in a wing then the current rule that only 60% of the time the T1
type is killed would be a danger for the Ahir...
> fighter. You only need to balance the sum of the fighters from one race.
> The F101 gives really good micro wings.
I do not want to help the Ahir. I just like to take extreme examples to make
things clear. It is not an Ahir related thing.
> But I agree that this artificial big bonus is not good. Just let's kill it
> and take a look.
Ok. As the problem is yet recognized and a solution under construction...
Gabor >> Stay informed about: Wings vs. wings |
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Since: Jan 25, 2008 Posts: 7
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(Msg. 14) Posted: Thu Mar 13, 2008 1:20 am
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 12, 10:38 pm, protomatter <protomat....TakeThisOut@buckeye-express.com>
wrote:
> as an idea for the missiles. make them useless for anti fighter. but
> effective versus ships and bases.
>
> missiles versus ships could have some shield arc, basically the
> primary explosive power would be applied to the shields and the
> remaining portion of the explosive power is applied to the ships
> armor. or if no armor remaining, then applied to the hull.
>
I like the idea of fighter missiles being primarily an anti-ship or
anti-base measure. I would go even further and suggest that from an
anti-ship point of view they should be primarily anti-armor and anti-
hull weapons, with a much reduced effect on shields - and have an
option in the wing command to only fire missiles once an enemy ships
shields are down. I think this would make fighter missiles a bit more
unique and give some interesting 'second wave' tactical options, e.g.
send the heavy bombers in with the second wave after the first wave
fighters have reduced or removed the enemy shields and removed enemy
fighter cover. >> Stay informed about: Wings vs. wings |
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Since: Apr 27, 2007 Posts: 104
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(Msg. 15) Posted: Thu Mar 13, 2008 1:38 pm
Post subject: Re: Wings vs. wings [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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i would also like to see the return of the "BIG" command code when
this goes live, if it makes such a difference larger to smaller
fighter wings, that command code could be very useful, but to be
really useful we would need to implement Command "lil" to break the
wings back down to small ones when needed.
Proto >> Stay informed about: Wings vs. wings |
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