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Random Ship Musings


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#61 Guest_Johnchm.10_*

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Posted 24 May 2014 - 09:46 PM

I like that system. I do however worry that performance might suffer if we have battles where you've got a few Venators or an executor involved dropping a thousand fighters off inside of a minute or two.
Is it possible to get the ships to launch more than one squad at once?
A number of ships have more than one launch facility (mc80s,mc120s,victorys, isds, Venators, executors, and potentially praetors) so it would make sense for

#62 johnchm.10

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Posted 24 May 2014 - 09:58 PM

yes that was me and yes it was cut off

 

...make sense for those ships to launch more ships at once



#63 Aizen Teppa

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Posted 25 May 2014 - 07:34 AM

"canon realism" vs gameplay - gameplay always win.

 

Game engine cannot handle excessive load of units. Keep it simple. For starters in 1.4 all standard fighters should only be deployed from ships/stations not built into swarms. Although I would still leave upgrades to boost strength of fighter garrisons deployed from ships/stations. Heavy transports like ATR should be limited in number 10-15 perhaps (basically that is 40-60 extra heavily overpowered ships on the map)?

 

Problem with - pretty much - every mod so far is that any planet can be held/conquered with just fighters alone. It's retarded. Who needs 2 Death Stars, xx Executor or xx Bulwarks/MC120s/Viscounts (ICW mod)? Build over planet xyz 100 Tie-D/K-Wings/ATRs and laugh (in mods using hard-points 50 is enough). PR is by far the best when dealing with ships. Because of lack of hard points it is no longer "trivially trivial" dealing with capitals (1. destroy engines, 2. destroy hangar, 3. obliterate, 4.repeat from pt.1).  Now we need to curb fighter madness. From read 'random v. 1.3 musings' it sounds good.

 

Only thing which kills all of us is waiting....

 

The one way I don't want PR to slip is Alliance mod. Man this thing is totally mixed-up. Granted it has plethora of ships and stations models (me like it) but there is so much wrong - starting from completely incomprehensible interface to building pretty much everything anywhere. However 1 thing which is very interesting from ANY mod point of view is Building fleets. Instead 50 ships on the map only 1 fleet, deployed in tactical combat. Perhaps team should inquire [Nomada] FireFox and try to "acquire" some modding tech? :evilthinkin:

 



#64 skie9173

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Posted 25 May 2014 - 03:07 PM

I am dramatically opposed to the concept of fighters being non-buildable garrison/ship only. If I specifically want/need a fighter screen in a situation I shouldn't be forced to use a large awkward capital ship with god aweful pathing and terrible AI (I'm looking at you Imperial-Class)

I'm micro heavy player, I don't want to have to split my attention between the real battle and baby sitting my fleet carriers. IMO that's poor gameplay.
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#65 a.fake.name

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Posted 25 May 2014 - 06:02 PM

Skie, it needs to be a balance between the two.

Honestly tho I think the majority of the fighters that sould be changed sould be ones without hyperdrives.

If it lacks a hyperdrive, it should become a purely carrier compliment ship.


As for babysitting your fleet carriers, your choice, just don't complain if you happen to loose something because it was not escorted.


Playing PR when stoned is awesome

 


#66 skie9173

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Posted 25 May 2014 - 07:17 PM

Honestly, the core of the problem, as always, is EaW's engine. If compliments were customizable and selectable like Rebellion's then things would be so much better.

At first I didn't like it but someone else's idea about buying Fighters in tactical has grown on me. It would be a nightmare to code fully but it is the best option for all play styles as I see it now.
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#67 Aizen Teppa

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Posted 25 May 2014 - 08:08 PM

Skie don't be grumpy.  :evgr:

 

 

I raised that issue in separate thread. By standard fighters I mean non-hyperjump capable. Rest should be curbed not scrapped entirely. Because of Vast quantities of fighters game suffers so much. Like it was proven with recently released DeFeezer, save file has counter of units. Go one up past that (unspecified) number and Kaboom-End-of-Fun.

 

Take mentioned ATRs for a second. Right now AI is not limited in any way from building (talking default PR not modified). It can attack player with anything from 1 to 600 something units. On frequent occasions I was flooded with 200, 300 or more. Forgive me but dealing with such numbers is not possible (unless player has equal number of upgraded Tie-D/X-Wings). IIRC default tactical unit cap is 80. 80 (fully or not) beefed-up ATRs have more power than 2 Executors (max on battle-map). That is NOT normal and should be eradicated ASAP.





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