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Accueil » news » forums » Space Empires V » Space Empires V General

Bad Weapon Design Logic

Soumis par Omnius le Sam, 2006-12-02 11:51 Space Empires V General

One thing I do not like in SE5 that I did like in SE4 is the Wave Motion Gun. In SE4 it was the creme-de-la-creme of weapons, in SE5 it's wimpy. The WMG is supposed to be a long range weapon yet it has only 2/3 of the range of the medium range Incinerator Beam. What I find truly strange is 100 levels of the Ripper Beam.

Hasn't whomever is responsible for the logic of how the weapons upgrade ever heard of the law of diminishing returns? The way the weapons ought to upgrade is that the first level of upgrade would give the greatest advantage while the last would be a small incremental uptick. There should not be 100 levels of any weapon when a better weapon in that line comes along. I thought that in SE4 this was being done well as older models dropped off as newer models became available to upgrade through research. The top of each line was always the best of each line in SE4 but not in SE5.

Same with shields. The best normal shield should not be stronger than the best phased shield. Shields were well modeled in SE4 but not in SE5.

I certainly hope that someone at MM will get around to fixing this upgrade illogic for weapons and shields. The last, best weapon or shield type of each line should always be the best and the first should be the worst when comparing the top end of each system. Please return the Wave Motion Gun to it's proper prominence as it was in SE4 and drop off those excess illogical levels of first generation stuff like Ripper Beams. I'd figure that Ripper Beams ought to end at around level 50 with Incinerator Beams getting to level 55 so that the Wave Motion Gun's level 60 or 61 ends up being the best of that line not just in power but also range.
Omnius

‹ Can something be done about ground combat scenery? Surrender ›
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Image de cordas

I agree with you about the

Soumis par cordas le Sam, 2006-12-02 13:06

I agree with you about the weapons, I like to use the Organic tech and it sorta bugs me that the initial weapons just go on getting better and better making the new versions useless.

That said i disagree about the sheilds. Phase sheilds are better than ordinary in that there are no weapons that bypass them. Getting even better ordinary shields fits fine into this IMHO as they may provide more protection against normal weaposn they provide non against Phased weapons. This allows the intelligent person (and much wished for intelligent AI) to make a concious choice as to what sheilds they need / want.

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Mod Designer

No use of mixed shields

Soumis par Captain Kwok le Sam, 2006-12-02 14:27

A problem with shields is that you can't mix them together - all points in that case would be normal. So in some ways Phased-Shields needs to be roughly equal to normal shields or the AI is at a disadvantage.

Even if the AI did analyze a player was using PPBs against them, do they flat out use only weaker Phased-Shields even if it causes them problems versus their other opponents?

-----

Space Empires Depot | SE:V Balance Mod

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Image de Thy Reaper
Mod Designer

Typo

Soumis par Thy Reaper le Sam, 2006-12-02 16:17

I think there is a typo in the Wave Motion Gun's data:

Weapon Space Min Damage Modifier Formula := *snip* iif([%Range%] > Min(160, (([%Level%] - 1) * 0) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula := *snip* iif([%Range%] > Min(160, (([%Level%] - 1) * 0) + 80), 10000, 0)

The (([%Level%] - 1) * 0) + 80) section means that the range starts at 80, but doesn't increase per level. The Level should be multiplied by 10 or 20, which would allow the WMG's range to increase to its maximum of 160.

So I'd have to say this is just a bug.

-----
Give me atmopshperic manipulation cannons, or give me death!

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Image de Captain Kwok
Mod Designer

Might be a bug, maybe not...

Soumis par Captain Kwok le Sam, 2006-12-02 16:36

Not necessarily a bug, but maybe. Aaron used a lot of cut and paste for the weapon formulas, so that's why you see lots of 0 multiplications for attenuation or range etc.

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Space Empires Depot | SE:V Balance Mod

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weapons I agree, but shields I think are fine.

Soumis par Shion Kreth le Sam, 2006-12-02 20:15

I agree on the weapons, stuff doesn't seem as varied as in 4, that said, however, I don't know where to begin for suggestions to alter several tozen viable weapon technologies. Sticking out tongue it often is a problem in games that one thing will end up better than something else, and everyone will use it.

Shields though, I think are fine as is. Phase shields are a sophisticated technology with the added benefeit of not being pierced by certain weapons, so it makes sense it won't have AS many shield points as a regular shield generator your race has been researching for years. Sticking out tongue

Though what someone said, that regular and phase shields don't stack; how's that work? hehe, I actually put on half and half not knowing there was a problem, does that mean I don't have phase shields? or it's all phase shields, or what?

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Mod Designer

Sir, you have normal shields only then...

Soumis par Captain Kwok le Sam, 2006-12-02 20:53

It means you don't have phased shields. I complained to MM about this considering we have all this fancy damage types and shield/armor layers, so they need to be treated separately like armor is.

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Space Empires Depot | SE:V Balance Mod

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Image de Rilbur

Different Roles

Soumis par Rilbur le Sam, 2006-12-02 23:39

Shion Kreth wrote:
it often is a problem in games that one thing will end up better than something else, and everyone will use it.

So just make differen't weapons that hve differen't roles... big hitting, inaccurate, slow fire for the bigger ships, faster firing, lighter, more accurate guns to hit smaller ships... give some long range power at cost of short range "punch"...

And whatch what happens Laughing out loud

Ideally, you should end up with a situation that requires combined arms tactics (mix and match = better than any one type).
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Only Range Matters

Soumis par Fishman le Lun, 2006-12-04 00:23

Rilbur wrote:
So just make differen't weapons that hve differen't roles... big hitting, inaccurate, slow fire for the bigger ships, faster firing, lighter, more accurate guns to hit smaller ships... give some long range power at cost of short range "punch"...
Heh, if you do that in SEV, you have a largely useless weapon. Since it's impossible to make your ships faster than the opposing ships, you will always fight at the range of the longest effective weapon. As it will be impossible to catch up with anything other than a cripple because you can't make a ship faster than his, whoever has the longest range weapon will stand off at that range and simply deny you the ability to fire back. Since there is no way you can actually close or escape short of running off the map entirely, you either use that longest range weapon or you just don't have a weapon.

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Modding is fun

Soumis par Rilbur le Lun, 2006-12-04 00:30

Fishman wrote:
Rilbur wrote:
So just make differen't weapons that hve differen't roles... big hitting, inaccurate, slow fire for the bigger ships, faster firing, lighter, more accurate guns to hit smaller ships... give some long range power at cost of short range "punch"...
Heh, if you do that in SEV, you have a largely useless weapon. Since it's impossible to make your ships faster than the opposing ships, you will always fight at the range of the longest effective weapon. As it will be impossible to catch up with anything other than a cripple because you can't make a ship faster than his, whoever has the longest range weapon will stand off at that range and simply deny you the ability to fire back. Since there is no way you can actually close or escape short of running off the map entirely, you either use that longest range weapon or you just don't have a weapon.

With mods, you can allow unlimited engines... just need to do some balancing by changing engines per move or the size of engines or soemthing Laughing out loud
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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MORE ENGINES!

Soumis par Fishman le Lun, 2006-12-04 04:43

More engines would be neat, although trying to mod accurate mass-to-thrust speed conversions would be tricky, seeing as several functions appear to not work and just return 0 every time. Because driving at unsafe speeds is fun. Although that just would mean I would make ships that not only outrange you, but also drive too fast. Sticking out tongue

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Mod Designer

Mass-to-thrust is easy! Set

Soumis par ekolis le Lun, 2006-12-04 09:05

Mass-to-thrust is easy! Laughing out loud
Set all ships to have Engines Per Move equal to their size (in VehicleSizes.txt).
Now fiddle with the engines - take, say, light cruisers as a baseline for your average ship, so if a LC is 400kT like it was in SE4 (never managed to research them in SE5 Sticking out tongue) then your typical engine should produce 400 standard movement for every move point you want to get out of it. So if you want a typical light cruiser using CT engines to be able to move at speed 8 with 4 engines (I never liked SE5's "throw on a dozen engines" mentality, it just made designing ships tedious Sticking out tongue), you give each ion engine 400 * 8 / 4 = 800 standard movement. (I like to say "generates 800kT of thrust" for the ability description Eye-wink) Then you scale the other engines accordingly - maybe ion engines produce 600 thrust, photon engines produce 1000 thrust, and quantum engines produce 1200 thrust?

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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Image de RasterOps

So Many Weapon Technologies; so Pointless

Soumis par RasterOps le Mar, 2006-12-12 00:50

Shion Kreth wrote:
I agree on the weapons, stuff doesn't seem as varied as in 4, that said, however, I don't know where to begin for suggestions to alter several tozen viable weapon technologies. Sticking out tongue it often is a problem in games that one thing will end up better than something else, and everyone will use it.
You mean like the Meson Blaster... I am so disappointed by the beam weapon technology in this game.

There are only two beam weapona with range: the anti-proton beam, which has a range equal to the Meson Blaster (90) and the Incinerator. Is this what the ancients used? Is this the best that any technology can achieve? I'm convinced the Meson blaster is inaccurate and would prefer a more accurate beam weapon. But the Meson Blaster makes up for it's inaccuracy by its power and size.

I experimented with all beam weapons by creating two Cruisers (900kt). I researched each beam technology in turn until I had a beam weapon level that matched the Meson Blaster level; in this case level 26. One ship was created with Meson Blasters and the other with a beam weapon. The results were very discouraging and disappointing. Heavy and Light weapon mounts were used to maximize these weapons capabilities. The ships were still outfitted with armor and shields as well as a few extras like med labs and security stations to name a few.

The standard Cruiser with Meson Blasters amounted to 6 total blasters. Four were Heavy and two Light. This ship design allowed for additional shields.
My first Beam ship was with Incinerators. I just skipped Rippers as my goal was a long range beam weapon. This is the only beam weapon that has any decent range. It is actually quite impressive when used on a Space Station (160). Anyway I was only able to outfit the cruiser with 4 incinerators (two heavy mounts and two light mounts).
Even though the Meson Blasters can clearly be seen to miss quite often, when they hit it hurts! And the increased numbers of weapons makes a significant difference. The 4-Incinerator ship was impressive but too slow. When it hit it also destroyed the enemy Light Cruiser. Misses were rare.

A note on the AI. While I was doing all this research the AI was doing what? To test my designs I warped into a system with these two cruisers where ~20 ships and a dozen satellites were camped. These two Cruisers decimated the enemy fleet.

The Subspace Rupture Beam was promising but again it is bigger (40kt), slower 3s (acceptable), and has a shorter range than the Meson Blaster (unacceptable). Arrrgh! Even getting to the point where you can focus on increasing weapon levels requires an enormous amount of research points. Points that your enemy are spending on Meson Blasters. Two Meson Blasters can be equiped for every one Subspace Rupture Beam. The Subspace Beam does NOT do double the damage of the Blaster. The weapon accuracy cannot be determined. If such exists it is not in the report.

The Null - Space Projector is a glorified Meson Blaster that has almost half the range and more than double the size (50kt). In addition the refire rate is ludicrously slow (6s). This weapon could never hope to compete with the Meson Blaster. Furthermore, this weapon is severely crippled in that a weapon mount cannot be equiped (v5.1.17).

The Incinerator does impressive damage but again at increased size (50kt) and weapon refire rate (4s). Increased size means fewer additional components like shields. It has the best default range of all beam weapons (120) yet is described in the manual as a medium range weapon. Be sure to set your strategy to maximum range and hope you don't warp into the center of an attack fleet. Even at range you'll get only a single first shot before the enemy has closed to its weapon range and they will. Maybe not their entire fleet but they will get in range of their weapons. This means you'll miss more but so will they. Comparably, the Meson Blaster model at Optimal range devistates the enemy fleet quicker even if it does miss more... So imagine a ship with Meson Blasters that are of greater level becuase you didn't waste your research on the Incinerator.

I finally researched enough to get the Wave Gun. How incredibly disappointing. At levels one to five it's range is less than the Meson Blaster and its power less than the Ripper or Incinerator. Maybe the initial version should be under-powered as it is a new discovery after-all but it is ridiculously impossible to increase the capabilities of this weapon. I didn't bother researching any further and there was no point in equiping this weapon. Even more disappoinyting is the Manual describes this as a Long range weapon. Just what I was looking for! This would be the only Long range Beam weapon. Perhaps the only long range weapon in the game... If a range of 80 is long range then the Meson Blaster and all other weapon descriptions need to be changed.
The Wave Motion Gun will NEVER match the capabilites of any other weapon. Its starting weapon damage is stupidly small. Its range (80) is less than the Anti-Proton; so disappointing. Its size is ludicrous (75kt). Its refire rate is pathetic (6s). Almost 4-Meson Blasters can be equipped per single Wave Gun. Here's your new weapon General. Oh by the way it's bigger, has shorter range, is weaker than all other weapons, and it costs more. Have fun. That scientist needs to be publicly executed.
The Wave Motion Gun should have a separate research path after its initial discovery. Its research cost is otherwise prohibitive. Over 100k research points for a 5 point weapon strength increase!? What's the point? We've got this kewl weapon at the top of the tech tree. It's useless but it's there. If I actually managed to reach level twenty with this technology my enemy would be at level 80 with Meson Blasters...

It didn't matter what beam weapon I tried. Nothing could compare to the Meson Blaster. So disappointing.

As was mentioned by Omnius the law of diminishing returns does not apply to weapons (any) technology let alone peak. So while I am trying to increase the capabilities of say, the Wave Gun, the Incinerator continues to outpace the Wave Gun making the Wave Gun consistently useless! So why don't research upgrades focus on size, range, and acccuracy as well as damage? Increase the cost if you want it would be worth it. Why don't technologies peak and drop off the research tree?

Why do weapon mounts improve range only when equiped on space stations? I'm not interested in hearing about how Space Stations are inherently more stable...

In conclusion, technically there are only two energy weapons in the game, the Anti-Proton beam and the Meson Blaster. Any research points spent on any other weapon is wasted as those points could be spent on one of these weapon technologies. This means the tech tree could be simplified furhter to a single energy weapon; the Meson Blaster because of its distinct advantages is the only weapon choice. How boring.

I hate this conlcusion. I want a decent beam weapon!

I hoped for maybe an ancient BEAM weapon technology with double the range and damage... Evidently they also couldn't figure this one out. I think they vanished from the galaxy because an upstart race used Meson Blasters on 'em.

---
-my "Ministers are more sinister than Ministers... But who cares?"

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Some Weapons Held Back By Bugs

Soumis par Fishman le Mar, 2006-12-12 02:37

RasterOps wrote:
There are only two beam weapona with range: the anti-proton beam, which has a range equal to the Meson Blaster (90) and the Incinerator. Is this what the ancients used? Is this the best that any technology can achieve? I'm convinced the Meson blaster is inaccurate and would prefer a more accurate beam weapon. But the Meson Blaster makes up for it's inaccuracy by its power and size.
The WMG is supposed to have ridiculously long range according to its description and history in previous SEs, and formula. It should go up to 160 range, making it a clear and powerful competitor, as this kind of range would rival CSMs and not be stoppable by PD. Why doesn't it? The formula is bugged, and instead of increasing in range as it gains levels, it just doesn't. Thus it fails to supplant the Incinerator or compete with meson blasters.

RasterOps wrote:
A note on the AI. While I was doing all this research the AI was doing what? To test my designs I warped into a system with these two cruisers where ~20 ships and a dozen satellites were camped. These two Cruisers decimated the enemy fleet.
Doesn't say much. I can decimate AIs using older captured ships from his own fleet, often killing at 3:1 using his own ships against him. The fact of the matter is that human-made designs are invariably superior and the AI's tactics are excreble on top of that.

RasterOps wrote:
The Subspace Rupture Beam was promising but again it is bigger (40kt), slower 3s (acceptable), and has a shorter range than the Meson Blaster (unacceptable). Arrrgh! Even getting to the point where you can focus on increasing weapon levels requires an enormous amount of research points. Points that your enemy are spending on Meson Blasters. Two Meson Blasters can be equiped for every one Subspace Rupture Beam. The Subspace Beam does NOT do double the damage of the Blaster. The weapon accuracy cannot be determined. If such exists it is not in the report.
SRBs would have to do closer to 3x the damage of MMBs to break even, since they also fire 50% slower. The shorter range, however, means you will always do 0% of the damage of an MMB because you will never be able to shoot, as your enemy can always outrange you and it is not possible to outrun an opponent as you cannot equip more than a fixed number of engines.

RasterOps wrote:
The Null - Space Projector is a glorified Meson Blaster that has almost half the range and more than double the size (50kt). In addition the refire rate is ludicrously slow (6s). This weapon could never hope to compete with the Meson Blaster. Furthermore, this weapon is severely crippled in that a weapon mount cannot be equiped (v5.1.17).
NSPs ignore shields and armor, too. Since structural value lags massively behind shield and armor strengths, NSPs are effectively one-hit/one-kill. They also are seekers and therefore are not really comparable to the energy weapon class on even footing.

RasterOps wrote:
The Incinerator does impressive damage but again at increased size (50kt) and weapon refire rate (4s). Increased size means fewer additional components like shields. It has the best default range of all beam weapons (120) yet is described in the manual as a medium range weapon. Be sure to set your strategy to maximum range and hope you don't warp into the center of an attack fleet. Even at range you'll get only a single first shot before the enemy has closed to its weapon range and they will.
Why would they? You have engines, use them. Incinerators are a viable weapon precisely because they have a 30-range envelope over the MMB, and as long as you hold them to this range by matching their speed and drawing them into a stern chase if they try to close, or simply hammering them into paste if they don't, you win. Superior Range + Equal or better speed = Autowin. Only warping into a swarm or being ganked by CSMs can ruin your day.

RasterOps wrote:
Maybe not their entire fleet but they will get in range of their weapons. This means you'll miss more but so will they. Comparably, the Meson Blaster model at Optimal range devistates the enemy fleet quicker even if it does miss more... So imagine a ship with Meson Blasters that are of greater level becuase you didn't waste your research on the Incinerator.
Won't happen. Incinerators outrange Meson Blasters. As long as their engine technology is not superior to yours, and you are not fighting warp point assaults, an incinerator-equipped ship will always defeat a meson blaster-equipped ship barring really stupid flying.

RasterOps wrote:
I finally researched enough to get the Wave Gun. How incredibly disappointing. At levels one to five it's range is less than the Meson Blaster and its power less than the Ripper or Incinerator. Maybe the initial version should be under-powered as it is a new discovery after-all but it is ridiculously impossible to increase the capabilities of this weapon. I didn't bother researching any further and there was no point in equiping this weapon. Even more disappoinyting is the Manual describes this as a Long range weapon. Just what I was looking for! This would be the only Long range Beam weapon. Perhaps the only long range weapon in the game... If a range of 80 is long range then the Meson Blaster and all other weapon descriptions need to be changed.
The WMG is SUPPOSED to achieve a range of 160, making it the king of direct fire weapons purely from range alone, through the truism that range and speed automatically win you any fight. The formula is bugged, and instead of multiplying the level by an actual value for range, it multiplies by zero, resulting in a weapon that never increases in range. This is a bug. The WMG is supposed to have 160 maxrange.

RasterOps wrote:
The Wave Motion Gun will NEVER match the capabilites of any other weapon. Its starting weapon damage is stupidly small. Its range (80) is less than the Anti-Proton; so disappointing. Its size is ludicrous (75kt). Its refire rate is pathetic (6s). Almost 4-Meson Blasters can be equipped per single Wave Gun. Here's your new weapon General. Oh by the way it's bigger, has shorter range, is weaker than all other weapons, and it costs more. Have fun. That scientist needs to be publicly executed.
It's not the scientist's fault, it's a bug. Read the component file for it and you can clearly see it was meant get to 160 range.

RasterOps wrote:
The Wave Motion Gun should have a separate research path after its initial discovery. Its research cost is otherwise prohibitive. Over 100k research points for a 5 point weapon strength increase!? What's the point? We've got this kewl weapon at the top of the tech tree. It's useless but it's there. If I actually managed to reach level twenty with this technology my enemy would be at level 80 with Meson Blasters...
If the range were working correctly, you wouldn't give a shit about the damage. 160 range means no other beam weapon will be doing ANY damage.

RasterOps wrote:
Why do weapon mounts improve range only when equiped on space stations? I'm not interested in hearing about how Space Stations are inherently more stable...
If space station weapons did not improve in range, they'd be useless. What are you going to do, have your station towed after me in pursuit while I bombard you from outside your range?

RasterOps wrote:
In conclusion, technically there are only two energy weapons in the game, the Anti-Proton beam and the Meson Blaster.
Wrong, wrong. Even with its present limitations, the Incinerator hands the MMB its ass on the field. From range > 90 to range 120, MMB does zero damage while the incinerator turns you into mangled wreckage. The Electric Discharge from the Organic weapons is also an energy-weapon and is a viable competitor with the meson blaster also, and furthermore has the advantage that its cost is paid entirely in organics, an underused resource, and therefore can effectively be considered free as it will not increase the build time of your ship, which is nearly always limited by minerals.

RasterOps wrote:
I hate this conlcusion. I want a decent beam weapon!
The meson blaster isn't even a BEAM weapon!

RasterOps wrote:
I hoped for maybe an ancient BEAM weapon technology with double the range and damage... Evidently they also couldn't figure this one out. I think they vanished from the galaxy because an upstart race used Meson Blasters on 'em.
You don't NEED superior damage if you have superior range. Range > Damage. What good is a meson blaster if it can't shoot anyway because I can hold you at 120 range and wipe you out from beyond your ability to even retaliate with TK projector, Incin, or Lightning Beam? If you put a meson fleet up against an incin fleet of equivalent tech level, you will be wiped out without ever firing a shot, because it is impossible to close as both of you will have the same 12 engines, and thus the engagement is decided by whoever has the longest range guns. Your only way to compete is to go with CSMs instead and leave beam warfare behind.

Amusingly, in an interesting reversal, a meson fleet will stomp, or at least run off, a CSM fleet because meson research also unlocks PDBs, and PDBs are the supreme antimissile defense.

Bottom line: Any 120-range weapon will defeat meson blasters, but CSMs will defeat those, only to be in turn defeated by meson blasters. A working WMG would have potentially broken the cycle, as 160-range beam would have turned the tables on 120-range guns and be able to defeat even CSMs, as seekers can be shot down, beams cannot.

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Range being supreme?

Soumis par Psieye le Mar, 2006-12-12 06:43

The argument of "Range beats everything else" assumes that you're fighting while flying backwards. In SEIV certainly this was viable, but SE V has finite turn speeds. Thus, under-ranged weapons will get a chance to fire, assuming your ships survive the first volley of long-range beams (use decoys).

Besides, if the enemy really does do nothing but run backwards, you do flanking maneuveurs such that you try to force them to turn. Or better - surround them from beyond their range, then close in. Yes, they can always run away - that just means you have a set of ships in the sector they will run to so that as soon as they run away they're at point-blank range to your ships in the next sector (on a non-simultaneous turn game).

Oh and to the original question - yes that's one reason I play Balance Mod, which puts the Wave Motion Gun in its proper place.

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Fixing the Wave Motion Gun

Soumis par Omnius le Mar, 2006-12-12 10:02

I certainly hope that MM gets the Wave Motion Gun fixed soon so it is comparable to it's role in SE4. Increasing it's range and damage effect will make it worthwhile again. I also hope that supply/ordnance usage is better modeled as there seem to be some weapons that are freebies when firing like the point defense weapons.
Omnius

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Range Still Supreme

Soumis par Fishman le Mar, 2006-12-12 17:35

Psieye wrote:
The argument of "Range beats everything else" assumes that you're fighting while flying backwards. In SEIV certainly this was viable, but SE V has finite turn speeds. Thus, under-ranged weapons will get a chance to fire, assuming your ships survive the first volley of long-range beams (use decoys).
SEIV was turn-based, so this was decidedly not true, as the defender would always move after the attacker, enabling him to close any range gap and employ short-ranged weapons. This is why there remains a seperate built-in classification distinguishing "Attack" from "Defense" ships: In SEIV-, a defense ship could equip a short-range powerful weapon like a ripper and use his defense-move to slip in under the attacker's range and fire.

Finite turn speeds are irrelevant, as the longer-ranged opponent will simply pick a more tangential approach, so that you still cannot close, or already will be turned to fight backwards. Given the margin by which weapons tend to outstrip defenses, you will be annihilated before you can close the gap this way.

Psieye wrote:
Besides, if the enemy really does do nothing but run backwards, you do flanking maneuveurs such that you try to force them to turn. Or better - surround them from beyond their range, then close in.
Assuming you start at point A and he starts at point B, if you attempt any approach other than a direct course, you will never be able to close the gap. The only way you could effectively perform a surround attack is by vastly outnumbering your opponents, which violates the equal-resources assumption and you will STILL take massive losses: The battle map is quite large and very open, and the only way you can even attempt to win this is by pinning him against the "edge". In an open-space engagement, if your opponent outranges you, you will lose every time: Your only chance is to hit him in some immobile collateral, like a planet, which cannot evade you, and you will still be harassed unmercifully and take massive casualties on the approach.

Psieye wrote:
Yes, they can always run away - that just means you have a set of ships in the sector they will run to so that as soon as they run away they're at point-blank range to your ships in the next sector (on a non-simultaneous turn game).
He doesn't have to run away, he just has to stay outside your range envelope. YOU have to run away, or else you will be slaughtered! He just has to pace you, and as long as he can match your pace, you can't do a damn thing.

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Image de cordas

Have to agree range trumps

Soumis par cordas le Mar, 2006-12-12 18:43

Have to agree range trumps all, thats why CSM (and racail long range misslies) are so powerfull. Especaily when the AI doesn't use PD, and even if it does it can be overwhelmed.

My biggest problems for my missile ships isn't getting bracketed, or the enemy get the occasional angling shot in, its keeping enough ordinance it my ships to kill the waves of enemy dross armed with beams.

I really think that some of the beam weapons need to be upranged, certainly at higher levels. I am not sure about a range 16 beam weapon unless it has a shockingly poor reload time and or accuracy penalties. After all missiles are still subject to PD.

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Didn't Mean to Offend

Soumis par RasterOps le Mar, 2006-12-12 19:22

My post was not intended to be a personal attack on anyone or the game. It is a huge concern of mine in that I hoped others felt the same way and that there might be some resolution to this perceived problem. Granted my tirade may not have been clear and far too many of my points were lost. It also doesn't mean I know what I'm talking about. Please don't assume all posters are familiar with SE IV or previous incarnations of weapons, shields, engines etc. Guess what? I NEVER played SE I, II, III, or IV. Although SE I does seem somewhat familiar... I'll have to look in my closet.

That being said, let's have some fun.

Fishman wrote:
RasterOps wrote:
A note on the AI.
Doesn't say much. I can decimate AIs using older captured ships from his own fleet, often killing at 3:1 using his own ships against him. The fact of the matter is that human-made designs are invariably superior and the AI's tactics are excreble on top of that.
You're just that good but let the AI control those ships and warp into the center of an attack fleet like my example. But wait your skill and my two ship designs was not the point. My point regarding these decimating the enemy fleet was how unprepared they were, how they apparently stopped researching defensive or offensive techs. How there was no longer an AI challenge. How these two ships could clear the entire galaxy.

Fishman wrote:
NSPs ignore shields and armor, too. Since structural value lags massively behind shield and armor strengths, NSPs are effectively one-hit/one-kill. They also are seekers and therefore are not really comparable to the energy weapon class on even footing.
I missed that in the manual. It's good to know and it changes everything, well almost. So are weapon mounts supposed to be allowed for this weapon?

Fishman wrote:
Why would they? You have engines, use them. Incinerators are a viable weapon precisely because they have a 30-range envelope over the MMB, and as long as you hold them to this range by matching their speed and drawing them into a stern chase if they try to close, or simply hammering them into paste if they don't, you win. Superior Range + Equal or better speed = Autowin. Only warping into a swarm or being ganked by CSMs can ruin your day.

Won't happen. Incinerators outrange Meson Blasters. As long as their engine technology is not superior to yours, and you are not fighting warp point assaults, an incinerator-equipped ship will always defeat a meson blaster-equipped ship barring really stupid flying.

Yes I have engines of course I have engines who doesn't have engines? I have a gas pedal too. And a pilots liscense and... I have twelve Quantum engines, they have twelve, Contra - Terrene. I also have the Propulsion Expert racial trait. These give me a sector speed bonus but apparently no applicable combat bonus, hmmm. The enemy DOES close to within firing range of their weapons. (Remember, AI controlled! By the time the AI decides to turn my Cruisers the enemy has closed). Yes they are at their maximum range and more likely to miss.

Fishman wrote:
It's not the scientist's fault, it's a bug. Read the component file for it and you can clearly see it was meant get to 160 range.
I know it's a bug. It should be clearly obvious that I know it is a bug. This is a joke. It may not be ROFL or LOL but it IS a joke. Please laugh at my jokes. Take it a face value. If your research scientist came to you with the latest weapon technology and told you those results after your government spent billions, you'd shoot him. Well maybe not you but I would; right there on the spot; traitor. You do not need to defend the WMG.

Fishman wrote:
If the range were working correctly, you wouldn't give a shit about the damage. 160 range means no other beam weapon will be doing ANY damage.
Until the enemy closes range... And they will, well not in my game because the AI won't dare. There's more to this than just the amount of damage. If you and all others feel the initial damage at 5 increase per ~100k research is justified then I'm OK with that. Provided of course the range thing isn't intentional on the developers part.

Fishman wrote:
If space station weapons did not improve in range, they'd be useless. What are you going to do, have your station towed after me in pursuit while I bombard you from outside your range?
Uhhh, missed my point. I want the weapon mount range bonus applied to ships. Remember how thrilled I was about the Incinerator range?

Fishman wrote:
The meson blaster isn't even a BEAM weapon!
Really? I hope your laughing because I am.

---
-my "Ministers are more sinister than Ministers... But who cares?"

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Oh wait, we're talking stock weapons here

Soumis par Psieye le Mar, 2006-12-12 21:49

Fishman wrote:
Psieye wrote:
The argument of "Range beats everything else" assumes that you're fighting while flying backwards. In SEIV certainly this was viable, but SE V has finite turn speeds. Thus, under-ranged weapons will get a chance to fire, assuming your ships survive the first volley of long-range beams (use decoys).
SEIV was turn-based, so this was decidedly not true, as the defender would always move after the attacker, enabling him to close any range gap and employ short-ranged weapons. This is why there remains a seperate built-in classification distinguishing "Attack" from "Defense" ships: In SEIV-, a defense ship could equip a short-range powerful weapon like a ripper and use his defense-move to slip in under the attacker's range and fire.

Finite turn speeds are irrelevant, as the longer-ranged opponent will simply pick a more tangential approach, so that you still cannot close, or already will be turned to fight backwards. Given the margin by which weapons tend to outstrip defenses, you will be annihilated before you can close the gap this way.

Psieye wrote:
Besides, if the enemy really does do nothing but run backwards, you do flanking maneuveurs such that you try to force them to turn. Or better - surround them from beyond their range, then close in.
Assuming you start at point A and he starts at point B, if you attempt any approach other than a direct course, you will never be able to close the gap. The only way you could effectively perform a surround attack is by vastly outnumbering your opponents, which violates the equal-resources assumption and you will STILL take massive losses: The battle map is quite large and very open, and the only way you can even attempt to win this is by pinning him against the "edge". In an open-space engagement, if your opponent outranges you, you will lose every time: Your only chance is to hit him in some immobile collateral, like a planet, which cannot evade you, and you will still be harassed unmercifully and take massive casualties on the approach.

Psieye wrote:
Yes, they can always run away - that just means you have a set of ships in the sector they will run to so that as soon as they run away they're at point-blank range to your ships in the next sector (on a non-simultaneous turn game).
He doesn't have to run away, he just has to stay outside your range envelope. YOU have to run away, or else you will be slaughtered! He just has to pace you, and as long as he can match your pace, you can't do a damn thing.
Oh wait, I just remembered - stock weapons had ridiculous amounts of damage at high tech, with defences that can't keep up. Ok fine, in stock it's unreasonable to get ships to beat out-ranging ships if both have similar firepower and numbers (and same resources). My solution then would be fighters or drones as I recall stock versions of these were ludicrously fast and could also have ludicrous weapons. But yeah, then we'd be talking about pseudo-seekers which wasn't what we were arguing on.

Yes, I play Balance Mod. Mmm, I can see why damage caps out so low in it now.

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Mod Designer

die subject field

Soumis par Fyron le Sam, 2006-12-16 03:58

Captain Kwok wrote:
A problem with shields is that you can't mix them together - all points in that case would be normal. So in some ways Phased-Shields needs to be roughly equal to normal shields or the AI is at a disadvantage.
In SE5, each type of shield was supposed to be in its own layer. If that isn't happening, there is a bug somewhere.

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Improved AI Needed

Soumis par Omnius le Sam, 2006-12-16 10:19

Captain Kwok wrote:
A problem with shields is that you can't mix them together - all points in that case would be normal. So in some ways Phased-Shields needs to be roughly equal to normal shields or the AI is at a disadvantage.

Captain Kwok,
I disagree that keeping normal and phased shields equal helps the AI. The phased shields ought to be strongest and the AI ought to be using them. Otherwise it's all too easy to go for the phased polaron beam and then those normal shields the AI uses are worthless junk. Yeah one can go for the null space weapon and make phased shields worthless but I've yet to see AI's use either shield-avoiding weapon. I'd like to see a smarter AI for ship building that uses the best of stuff. I personally use normal shields for the strength points and phased shields just in case the AI slips up and does something smart like use phased polaron beams.
Omnius

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I have yet to see the AI use

Soumis par cordas le Sam, 2006-12-16 10:31

I have yet to see the AI use phased beams, but I have seen them use null space weapons. (stock with Maran's AI)

To make the game fair to the AI phased sheilds should match (or replace) normal shields point for point, at least untill we get an AI that can handle such a complex design choice wisely.

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Lots of complaints

Soumis par StaticDet5 le Sam, 2006-12-16 10:44

I'm seeing a fair amount of complaints about gameplay issues as the game compares to SE4. This isn't SE4. Things are going to be different. Part of the challenge is learning the tech tree, and figuring things out.

Maybe it's just me (and I apologize), but this (SE5) seems to be a massive, space game toolkit, allowing you to build whatever game you could want. Hell, the modding is pretty easy (If I can do it, most people can). You don't like how the WMG works? Change it. More has been written here than it would take to actually do the change.

If you don't like it, fix it. If you're feeling bold, post it. Let the community see it, and if others like it, it will get incorporated into other mods.

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Image de cordas

complain about subject feilds as the they are the bane of quotes

Soumis par cordas le Sam, 2006-12-16 10:58

StaticDet5 wrote:
I'm seeing a fair amount of complaints about gameplay issues as the game compares to SE4. This isn't SE4. Things are going to be different. Part of the challenge is learning the tech tree, and figuring things out.

Maybe it's just me (and I apologize), but this (SE5) seems to be a massive, space game toolkit, allowing you to build whatever game you could want. Hell, the modding is pretty easy (If I can do it, most people can). You don't like how the WMG works? Change it. More has been written here than it would take to actually do the change.

If you don't like it, fix it. If you're feeling bold, post it. Let the community see it, and if others like it, it will get incorporated into other mods.

Some people actually want to play the game they have bought rather than mod it. Strange as that may seem.

Most of the comments here tend to become discussions about what people and don't like, and suggestions about how to make it better. Which modders read and use as inspiration on their mods.

This game is nowhere near as good as SEIV at the moment in terms of game play, and it probably won't be for at least another couple of months (more if you don't use mods and other goodies provided by modders). However it ahs the potential to far exceed SEIV given time and support, by not just the modders but all the people who whine and complain and say what needs to be improved and maybe give suggestions about how to do ot, but will never touch a line of code.

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there is no dark just where there is light and where there is no

Soumis par evilginger le Sam, 2006-12-16 11:08

cordas wrote:
To make the game fair to the AI phased sheilds should match (or replace) normal shields point for point, at least untill we get an AI that can handle such a complex design choice wisely.

I would agree with that as in my opinion a phased shield replaces an ordinary one when you develop them and should at least be as good (shielding points wise) as the normal shield it replaces

It should be possible to get the Ai to do this as it already does it with hull sizes where it arguably need not

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Weaponbugs..... :'(

Soumis par Exile1A le Dim, 2006-12-17 13:26

Okay, so everybody agrees the WMG is bugged PLEASE MM FIX THIS
Next up the Ionic Disperser Doesn't work....
The Tachyon Projection Cannon Doesn't work either...
The tractor Beam is over-powered, you just slingshot the other his ship to the other side of the map...this is funny but not very productive...

And as for fighting strategy's Put all you research in Stellar Manipulation and Blow up the entire system!!!!!!

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Mod Designer

Let's see

Soumis par Thy Reaper le Dim, 2006-12-17 13:37

I agree, the WMG bug is fairly annoying, and easily fixed. It is also easy to work around.

Are you sure the Ionic Disperser and Tachyon Projectors don't work? I seem to remember hearing that shields have to be down before they function like they should. Personally, I think that makes them worthless...

Yeah, the tractor beam is a bit powerful for its size.

And as for blowing up systems... I always felt getting to that level was the point of the game Sticking out tongue

-----
Give me atmopshperic manipulation cannons, or give me death!

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Bugged

Soumis par Exile1A le Dim, 2006-12-17 14:01

Okay I just tryed it on a:

Test-1

Frigate with A master computer, 1 quantum engine and an Depleted Uranium Cannon.. And they worked...

Test-2

Frigate with A bridge, Basic sensor, Combat sensor, Crew Quarters lif support, 10 Supply Storages, 3 Proton Beam Cannons, 18 Armor plates.. And they didn't work

Test-3 Same as above only without the armor..
And it works!!!!

I used a Cruiser that was Equiped with:
-3 Ionic Dispersers
-1 Shield Depleter
-1 Shield Disruptor
-2 Tachyon Projection Cannons

Conclusions:
It doesn't go trough the armor.... Please tell me that this is a bug or you have alot of useless weapons.....

Brought to you by the Space Simulator Great Feature!!!

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Subject field is required.

Soumis par evilginger le Dim, 2006-12-17 14:07

Exile1A wrote:
I used a Cruiser that was Equiped with: -3 Ionic Dispersers -1 Shield Depleter -1 Shield Disruptor -2 Tachyon Projection Cannons

Conclusions:
It doesn't go trough the armor.... Please tell me that this is a bug or you have alot of useless weapons.....

Ionic dispersers should slow ships regardless of armour or shields
Shield depleter should only cause damage to shields
Shield Disruptor should damage shields and then destroy the shield generators
Tachyon Projection Cannon should go through non phased shields to damage armour and damage phased shields as if they where a non shield piercing weapon.

At least that’s how I think they should work

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Not Completely

Soumis par Exile1A le Dim, 2006-12-17 14:10

The shield Disruptor Doesn't do damage to shields just to the generator... Maybe A point for improvement....

And the Ionic D Destroyes engines and that something I like Sticking out tongue

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These are easy to fix ourselves

Soumis par Psieye le Dim, 2006-12-17 16:42

Yes, anti-specific component weapons have a default setting saying they can't do anything to shields and armour. I changed mine (see DamageTypes.txt) so that they can at least damage shields and armour first. It's also easy to make them ignore shields and/or armour.

WMG is even more trivial to fix. Personally, I view the stock game/datafiles to simply be examples of code which we then use to actually make a game that we like. If you don't feel like modding, go grab CaptainKwok's Balance Mod which will fix a lot of these problems. The stock isn't playable IMO for far too many reasons to list that modders can and have fixed.

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Image de cordas

well i never a quote

Soumis par cordas le Dim, 2006-12-17 19:33

evilginger wrote:
Shield depleter should only cause damage to shields

In early versions of the game there was a problem with crystal weapons which skip armour, they couldn't destroy ships as they skip armour. Check that when this was fixed it didn't have a ripple effect.

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I remember that

Soumis par evilginger le Dim, 2006-12-17 19:59

I think the fix was to say ships where dead if they had armour but no internal structure, rather than the opposite which was the cause of the problem, though I dont know how that change was coded

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Shield Disruptor = Crap

Soumis par Fishman le Dim, 2006-12-17 22:36

Exile1A wrote:
The shield Disruptor Doesn't do damage to shields just to the generator... Maybe A point for improvement....
The shield disruptor in SEIV used to destroy shield generators and bypass the shields and armor while doing so. The SEV shield/engine/weapon destroyers cannot bypass shields and armor, so only function when shields and armor have been destroyed. This is pretty useless, because then you don't NEED a special weapon to damage internals, and the ship will be nearly dead anyway! However, this does appear to be working as designed, as it specifically states so in the item description.

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Realistic and Logical Weapon Design Logic

Soumis par warhawke le Lun, 2006-12-18 03:48

Omnius wrote:
One thing I do not like in SE5 that I did like in SE4 is the Wave Motion Gun. In SE4 it was the creme-de-la-creme of weapons, in SE5 it's wimpy. The WMG is supposed to be a long range weapon yet it has only 2/3 of the range of the medium range Incinerator Beam. What I find truly strange is 100 levels of the Ripper Beam.

Hasn't whomever is responsible for the logic of how the weapons upgrade ever heard of the law of diminishing returns? The way the weapons ought to upgrade is that the first level of upgrade would give the greatest advantage while the last would be a small incremental uptick. There should not be 100 levels of any weapon when a better weapon in that line comes along. I thought that in SE4 this was being done well as older models dropped off as newer models became available to upgrade through research. The top of each line was always the best of each line in SE4 but not in SE5.

Same with shields. The best normal shield should not be stronger than the best phased shield. Shields were well modeled in SE4 but not in SE5.

I certainly hope that someone at MM will get around to fixing this upgrade illogic for weapons and shields. The last, best weapon or shield type of each line should always be the best and the first should be the worst when comparing the top end of each system. Please return the Wave Motion Gun to it's proper prominence as it was in SE4 and drop off those excess illogical levels of first generation stuff like Ripper Beams. I'd figure that Ripper Beams ought to end at around level 50 with Incinerator Beams getting to level 55 so that the Wave Motion Gun's level 60 or 61 ends up being the best of that line not just in power but also range.
Omnius

I heartily disagree with you on this point and it has been a beef of mine with most games with a tech tree. Why would a totally new development suddenly be superior to exisiting technology. There are very few precedents for this is real history. Take the gun for instance when it was first developed it was competing against the crossbow, the longbow, siege engines, etc. The early guns were terribly inferior to existing technology. The were large, heavy, cumbersome, inaccurate, were useless in the rain, expensive, required complicated and mysterious manufacturing processes, special training, etc, etc, etc. It took many decades and significant improvements before the gun was superior. The same can be said of most (but not all) new technologies. Sometimes newer technologies never fully replace the former technology for many reasons; maybe the new technology is only better in certain aspects (like the shields for example), maybe there are other considerations such as size or power requirements, manufacturing expenses, etc. that keep a newer technology from being the best. To use the example of the gun again why are we still using 800 year old 'gunpowder weapons' when we could be using laser beams, particle weapons, railguns, etc. Its because the process of refining these old 'gunpowder weapons' (lets call it Gunpowder Weapon Level 78) that still keeps them vastly superior to the other choices available.

I like the fact that I dont feel like I have to 'jump on the new technolgy bandwagon' when a new tech is available. I really like the fact that I can continue to develop my existing technology to keep pace with newer weapon types. The tech tree is huge and I like that I can continue to focus on some other line of development rather than be forced to rush for the next uber technology because if you dont get the next weapon tech your ships will suddenly be totally outclassed in combat. The new tree design lends itself to exploring other tactics and strategies beside getting the biggest hull with the biggest gun and the biggest shield for the win. The new tech tree style is much more 'logical' and 'realistic'. I hope they keep it and I hope other developers start to use the same idea.

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Getting it Straight

Soumis par Omnius le Lun, 2006-12-18 10:55

warhawke wrote:
I heartily disagree with you on this point and it has been a beef of mine with most games with a tech tree. Why would a totally new development suddenly be superior to exisiting technology.

warhawke,
I did not mention that the first level of a new weapons component like the WMG should be better than the highest level of the preceeding weapon like the Incinerator Beam. However at the top end, which was what I was talking about, the newer weapons should be better than their precendents or why bother discovering new weapons techs? The WMG is supposed to be a long-range weapon (as stated in it's description) and has less range than the IB which is a medium-ranged weapon. In SE4 the WMG was much stronger at the top end than the IB and it made sense. Same with phased shields versus normal shields. Now to fix the WMG in SE5 to be a long-range weapon the way it's supposed to be. Part of the problem is the older weapons aren't topping off properly, they just run out to the end of the complete tech line. Why bother researching old tech when new, better tech is available?
Omnius

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Image de cordas

bollocks to subject fields

Soumis par cordas le Lun, 2006-12-18 12:30

warhawke wrote:
I like the fact that I dont feel like I have to 'jump on the new technolgy bandwagon' when a new tech is available. I really like the fact that I can continue to develop my existing technology to keep pace with newer weapon types. The tech tree is huge and I like that I can continue to focus on some other line of development rather than be forced to rush for the next uber technology because if you dont get the next weapon tech your ships will suddenly be totally outclassed in combat. The new tree design lends itself to exploring other tactics and strategies beside getting the biggest hull with the biggest gun and the biggest shield for the win. The new tech tree style is much more 'logical' and 'realistic'. I hope they keep it and I hope other developers start to use the same idea.

I agree with most of what you say, the problem that I see (have) is that the AI isn't really capable of dealing with this effectively. At the moment it jumps straight from normal shields to phased shields whether it needs them or not, and these are fairly puny in comparison.

Yes I know the problem here is the AI, but realisticly its going to take one hellofa AI to take full advantage of this and be able to use them as we players can. (I am can't think of any game AIs that could handle this as it is now)

There are also other issues that arrise in this, in the Organic Tech tree in SEIV it used to be that the earlier guns stopped advancing after the newer ones where introduced, not imediatly but after a few levels it became a no brainer to swap from the older guns to the new ones. Now the old guns just keep on getting better as well making the new guns pointless until they have reached really high levels when there extra range bonuses actually start to do enough damage to make them worth using.

If you want some fluff, then its quite simple to say that at level 30 they actually started researching the Lightning gun as well as the Electrical Discharge gun, and at level 35 when the LG was a comparable (or slightly better) weapon than the EDG they started to produce them on a scale that could be fitted to ships, some of the developement features of the EDG where still added into its design before it was retired at lvl 40.

I do really like the expanded tech tree but it does need prunning to make it truely effective. Oh and they need to do something about levels 2-10 of colonies, they are hugely expensive techs to research that give no bonuses of any note, and whilst us humans will ignore them the AI will research them as it is quite rightly told that researching new colonising techs is important.

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Trimming Useless Techs

Soumis par Omnius le Lun, 2006-12-18 16:28

cordas wrote:
I do really like the expanded tech tree but it does need prunning to make it truely effective. Oh and they need to do something about levels 2-10 of colonies, they are hugely expensive techs to research that give no bonuses of any note, and whilst us humans will ignore them the AI will research them as it is quite rightly told that researching new colonising techs is important.

cordas,
I agree it's senseless to have higher levels of colonizing techs when all it does is give small increases in cargo capacity. Heck it's easier and cheaper to toss in a cargo container like I always do to add a little extra cargo capacity for carrying more population.

It sure would be nice if Aaron would concentrate on improving the AI to make better tech selections. Considering that this is the fifth rendition of this game it's long past time Aaron spiffed up the AI instead of just making more graphics upgrades.

I also hope weapons logic for tech research is fixed. It's nonsensical to have 100 levels of Ripper Beam, 80 levels of Incinerator Beam and only 61 levels of Wave Motion Gun. After getting a few levels into the IB the RB should drop off and after a few levels of WMG the IB should cut off. The last weapon of any weapons line like High-Energy Discharge weapons should always be the best of the best of that line in firepower and range.
Omnius

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Mod Designer

Weapon research

Soumis par Gideon le Lun, 2006-12-18 17:09

Omnius wrote:

I also hope weapons logic for tech research is fixed. It's nonsensical to have 100 levels of Ripper Beam, 80 levels of Incinerator Beam and only 61 levels of Wave Motion Gun. After getting a few levels into the IB the RB should drop off and after a few levels of WMG the IB should cut off. The last weapon of any weapons line like High-Energy Discharge weapons should always be the best of the best of that line in firepower and range.
Omnius

I have to disagree. It is my opinion that the best weapon tech for your empire should be the one you have spent the most ammount of research on. Players should select what weapon they spend the most ammount of research on based on the form of combat they wish to commit (long range, short range, rate of fire, accuracy, etc). Making a clear cut "best weapon" negates the need for ANY other weapon, and makes research simply a game of optimizing your spending to reach that final weapon as quickly as possible, rather than providing for multiple methods and styles of play. Thusly, having an "omega" weapon diminishes the potential variety of gameplay, thusly diminishing the game as a whole.

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Image de cordas

to be or not to be, there is no subject field

Soumis par cordas le Lun, 2006-12-18 18:15

Gideon wrote:
Omnius wrote:

I also hope weapons logic for tech research is fixed. It's nonsensical to have 100 levels of Ripper Beam, 80 levels of Incinerator Beam and only 61 levels of Wave Motion Gun. After getting a few levels into the IB the RB should drop off and after a few levels of WMG the IB should cut off. The last weapon of any weapons line like High-Energy Discharge weapons should always be the best of the best of that line in firepower and range.
Omnius

I have to disagree. It is my opinion that the best weapon tech for your empire should be the one you have spent the most ammount of research on. Players should select what weapon they spend the most ammount of research on based on the form of combat they wish to commit (long range, short range, rate of fire, accuracy, etc). Making a clear cut "best weapon" negates the need for ANY other weapon, and makes research simply a game of optimizing your spending to reach that final weapon as quickly as possible, rather than providing for multiple methods and styles of play. Thusly, having an "omega" weapon diminishes the potential variety of gameplay, thusly diminishing the game as a whole.

I think you have missed the point Smiling Its not about having a single omega weapon, its about in having 100 tech levels of weapon research some weapons become available at higher levels in a particular tech branch, these are then improved from that point, "unfortunatly" the older "weaker" weapons are left in and carry on increasing in power making the newer "better" weapons never quite matching the older weapons.

This simply doesn't make any sense, imagine that after the invention of the flint lock musket they carried researching the older matchlock models (that couldn't fire in windy or rainy conditions) and when automatic rifles where invented they carried on upgrading the old flint lock and match lock muzzle loading muskets, and that the matchlock and flintlock muskets where as good as or better than automatic rifles... It just wouldn't make sense or work that way. These advances changed the weapon in a fundemental way and whilst they might have taken a little while to become reliable and a little longer to prove their worth, the newer design won out and the old was resigned to the history books.

The same should apply to weapons in SEV, the new weapons are the successful evolutions of the old weapons and should retire them. Yes we could make a matchlock musket now that would be far better than the matchlock of the 1500s but it would still suffer the same problems of needing a lit match, non windy and non wet / raining conditions so it could be used, and it would still be muzzle loading using a powder horn a bit of felt or cloth a ball and rod to ram them down, taking the user minutes to reload for a 2nd shot, if you changed any of these draw backs it would no longer be a matchlock musket, it would be an evolutionary weapon of a different type.

I hoep I haven't gone on too much, but this is a fairly regular topic of conversation with some of my mates about what constitutes a new weapon.

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Die subject field!

Soumis par Fallen Haven le Lun, 2006-12-18 20:46

cordas wrote:
I think you have missed the point Smiling Its not about having a single omega weapon, its about in having 100 tech levels of weapon research some weapons become available at higher levels in a particular tech branch, these are then improved from that point, "unfortunatly" the older "weaker" weapons are left in and carry on increasing in power making the newer "better" weapons never quite matching the older weapons.

This simply doesn't make any sense, imagine that after the invention of the flint lock musket they carried researching the older matchlock models (that couldn't fire in windy or rainy conditions) and when automatic rifles where invented they carried on upgrading the old flint lock and match lock muzzle loading muskets, and that the matchlock and flintlock muskets where as good as or better than automatic rifles... It just wouldn't make sense or work that way. These advances changed the weapon in a fundemental way and whilst they might have taken a little while to become reliable and a little longer to prove their worth, the newer design won out and the old was resigned to the history books.

The same should apply to weapons in SEV, the new weapons are the successful evolutions of the old weapons and should retire them. Yes we could make a matchlock musket now that would be far better than the matchlock of the 1500s but it would still suffer the same problems of needing a lit match, non windy and non wet / raining conditions so it could be used, and it would still be muzzle loading using a powder horn a bit of felt or cloth a ball and rod to ram them down, taking the user minutes to reload for a 2nd shot, if you changed any of these draw backs it would no longer be a matchlock musket, it would be an evolutionary weapon of a different type.

I hoep I haven't gone on too much, but this is a fairly regular topic of conversation with some of my mates about what constitutes a new weapon.

I see this a bit differently. Just to take your analogy, flint lock rifle and modern day assault rifle are of the same "tech tree". They are all "slug throwers". I game term the old flint lock might be a level one weapons in projectile, the assault rifle maybe something that appear at level 40 from the same tech line. It's obvious that the assault rifle should be better than the flint-lock rifle (and there are several other variant of the slug throwers in between that have already suplanted the flint lock).

Now if we compared "slug throwers" with "particule beams", it's like orange and apple. They are not of the same tech tree, don't work on the same principles and don't behave the same in the field. If one is better than the other is more a question of how much research you invested in either of thoses tech tree and if you truly want to keep updating them (at least, it's how i see it in my mod).

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Missing Point

Soumis par Fishman le Lun, 2006-12-18 22:09

Gideon wrote:
I have to disagree. It is my opinion that the best weapon tech for your empire should be the one you have spent the most ammount of research on. Players should select what weapon they spend the most ammount of research on based on the form of combat they wish to commit (long range, short range, rate of fire, accuracy, etc).
The point that Omnius is making here is that Rippers, Incinerators, and WMGs *ARE* the same weapon tech. All 3 weapons are developments of the High-energy Family. In many cases where a new weapon appears later on the research tree of a given family, however, the new weapon will be categorically insuperior to the old weapon and will never catch up.

Omnius wrote:
Same with shields. The best normal shield should not be stronger than the best phased shield. Shields were well modeled in SE4 but not in SE5.
If normal shields were not stronger than phased shields, wouldn't normal shields essentially be a dead technology? This is what happened in SEIV, there was no point not to use phased shields, and therefore, no point in having phased weapons because phased shields were standard. In SEV, phased shields are immune to phased weapons, but not as good as regular shields on a raw point-for-point. Therefore, you must decide whether to use normal shields and have nothing against phased weapons, or use phased shields and thus have crappier shielding all around.

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The problem is all Techs advance the same way

Soumis par Deamon_Knight le Mar, 2006-12-19 02:00

The problem isn't that there are 100 levels of Meson Cannons. The problem is twofold:

One, every level increase of Meson Gun/Incinerator Beam/WMG does the same thing: Bonus to Range and Damage, and an increase in size and cost.

Two, the Base Damage Value of most newly discovered beam weapons are inferior to the damage stats for the prerequisite level of the weapon tech that unlocks them.

Instead, look at the MOO2 model. As you got additional levels of Technology, Plasma Cannons supplanted Laser Cannons in damage, but Lasers got cheaper, or more adders (Continuous, Armor Piercing, Heavy Mount). Now, this cannot be ported directly into SEV, nor should it, but the idea that increases in technology result in different refinements unique to the original field rather than a flat increase in the same Stat gives each weapon a better identity. More flavor, if you will.

Imagine that Anti-Protons got better damage and range per level, as well as a bonus to hit (continuous beam). Damage plateaus at the high end, but range increases and size/cost begin to decrease. Near the highest tech levels they unlock a new field (Modulating Anti-Proton) that keeps pace with Anti-Protons other Stats but does double Damage to Shields as well. The Tech is high level and expensive, but the player may have to forego other weapon fields to concentrate on getting this weapon.

Contrast this to Meson Blasters. Make this technlogy the premier in Miniaturizaion. It dosen't increase in Damage or Range as quickly as Anti-Protons but refinements in the system mean it gets smaller and less expensive quickly.

Incincerator beams should be the archetypal Heavy Beam Cannon, firing slower but doing much more damage. Its not a subtle weapon, more reseach means much more damge, but a much bigger and more expensive component.

However, balancing weapons dosen't mean much if tactical combat remains so simple. It still comes down to Range Range Range in your weapons because its always a chase, and outranging your opponent is the order of the day. What can change this would be making max tactical speed and turning radius a function of Mass/Engine Tech + introducing a Manuvering Thruster tech field. Lower Mass fleets (taking advantage of engine tech and weapons that miniaturize) can outmanuver more lumbering fleets. Manuvering Thrusters could also add to this, though their increased mass gives diminishing returns. Implementation of firing Arcs (I think beams can only fire 120 degrees forwards, maybe?), allow faster/more agile ships to get in behind and out of the primary field of fire for bigger ships, and make differnt weapons have different firing Arcs.

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You must be reading my mind...

Soumis par Fallen Haven le Mar, 2006-12-19 02:39

Deamon_Knight : That's pretty much what i'm trying to do in my mod. Well, most of it, i might even consider a few of your points i haven't implemented yet (my weapons don't shrink in size ala Moo1, but i might consider it). You should take a look at my Alpha version of my Inter-Related mod. The current version lack quite a few things but you can see what i have in mind... And battles in my mod are much more fun Smiling.

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Deadend Techs

Soumis par Omnius le Mar, 2006-12-19 10:40

Fishman wrote:
The point that Omnius is making here is that Rippers, Incinerators, and WMGs *ARE* the same weapon tech. All 3 weapons are developments of the High-energy Family. In many cases where a new weapon appears later on the research tree of a given family, however, the new weapon will be categorically insuperior to the old weapon and will never catch up.

Yep why bother researching more levels of a short-ranged weapon like the Ripper Beam when the medium ranged Incinerator Beam comes along and surely it's stupid to keep researching RB's when the long-ranged Wave Motion Gun becomes available for research.

Fishman wrote:
If normal shields were not stronger than phased shields, wouldn't normal shields essentially be a dead technology? This is what happened in SEIV, there was no point not to use phased shields, and therefore, no point in having phased weapons because phased shields were standard.

Yes the normal shields should become a deadend tech when phased shields become nearly as strong in shield points. If normal shields aren't phased out then it's all too easy to make phased polaron beams that cut through normal shields like a hot knife through butter. Yep the null space weapons end up making all shields worthless but that does not mean that all one has to do is put null space weapons on all ships as the only weapon. They're not scalable so their firepower will always be far less than direct fire weapons. Null space weapons don't make all shields useless otherwise null space weapons would be the omega weapon.
Omnius

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