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

Point Defense is Broken

Soumis par tmcc le Mar, 2006-09-26 20:21 Space Empires V General

Point defense appears to be broken. I just finished some tests in the simulator. The missile ship was a frigate with 3 level 5 CSMs. I tested this against 3 different Frigates one each with 4 lvl 5 PDC, 4 Flak Cannon, and 3 Bomblet Missiles. Each also had one DUC and a lvl 7 combat sensor.

In all cases the ships with point defense were only able to shoot down 1 incoming missile per volley.

I then tried 6 PDCs and this configuration was able to stop all 3 missiles at regular and slow speeds. When the time scale was increased the 6 PDCs hit only one missile.

Needless to say this needs to be fixed.

‹ Odd Supply Bug/Feature is this a cheat or a bug? ›
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Image de Captain Kwok
Mod Designer

Might be due to time skipping

Soumis par Captain Kwok le Mar, 2006-09-26 21:26

I think it may be a factor of time being skipped in the high speed modes. I'll forward this on to MM.

-----

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PD Broke

Soumis par tmcc le Mer, 2006-09-27 09:08

MM needs to address the general weakness of PD even in slow mode. I have not tested against fighters yet, maybe I'll look at that tonight.

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This doesn't apply to PDCs

Soumis par Skynet le Ven, 2006-09-29 01:45

This doesn't apply to PDCs but be aware that bomblet missiles are missiles that can and will be shot down by other PD weapons. Thus, despite their great range and seeking capabilities, they're often very ineffective.

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Nice

Soumis par tmcc le Ven, 2006-09-29 07:46

So you can use your PD weapons to shoot down the enemy Bomblet Missiles that are trying to shoot down your missiles. I did notice though that the BM never got into range of my PDCs defore they could hit the missiles I launched. Probably more of an issue in a multi-ship furballs.

One thought, is there PD available for fighters? I haven't looked yet but if so one could create PD fighters to "escort" missiles through BM barrages.

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No PD on fighters

Soumis par Skynet le Ven, 2006-09-29 09:07

tmcc wrote:
One thought, is there PD available for fighters? I haven't looked yet but if so one could create PD fighters to "escort" missiles through BM barrages.

Fighters cannot have PD weapons, but they do aid troops in ground combat.

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Mod

Soumis par tmcc le Ven, 2006-09-29 10:01

Maybe that's a mod idea then to create minature PDC for fighters. This would be good too for Air Supiority fighters intended just to destroy enemy fighters.

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Mod Designer

Fighter weapons can target

Soumis par LordHavoc le Ven, 2006-09-29 11:24

Fighter weapons can target everything (reading the list specified in componants.txt). But i'm not sure manual targetting is possible in tactical combat, and the AI surely wont bother.
A simple mod would solve that however.
Your lord and master (below Foamy) LordHavoc

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Another possible issue with

Soumis par Brad le Ven, 2006-09-29 15:30

Another possible issue with point defence - if you turn off autotargetting, it doesn't appear to fire at all. At least, not for me.

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Gunpacks?

Soumis par Sinapus le Dim, 2006-10-01 15:46

tmcc wrote:
Maybe that's a mod idea then to create minature PDC for fighters. This would be good too for Air Supiority fighters intended just to destroy enemy fighters.

Like the gunpacks from the Starfire game?

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PD Targeting

Soumis par tmcc le Dim, 2006-10-01 18:42

in SEV PD can be selectively targeted at specific fighters, but not at seekers.

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Image de AngleWyrm

Why not?

Soumis par AngleWyrm le Dim, 2006-10-01 23:59

Why not? That's what they're for, isn't it?

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Image de Ressev

StarFire

Soumis par Ressev le Lun, 2006-10-02 02:00

Loved StarFire, happens to be why I started playing Space Empires IV when I heard about it. XO racks were my friend.

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Mod Designer

PD test

Soumis par LordHavoc le Lun, 2006-10-02 07:34

I did a simulation with a load of fighter attacking a base. The PD worked fine for the fighters, it was better than fine. It evenly distributed the PD fire amongst the fighters (not all firing at the same one) so it could kill lots at once.
I've not tried it against seekers yet however, thats on my to-do list.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

PD does fire at missiles,

Soumis par LordHavoc le Lun, 2006-10-02 08:04

PD does fire at missiles, but in some cases the pd fire can't get to the missiles before they impact shields. Also I don't think the PD fire is evenly distributed against seekers. In other words they all fire at the first seeker in range.

Your lord and master (below Foamy) LordHavoc

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Image de Rilbur

Starfire

Soumis par Rilbur le Lun, 2006-10-02 08:47

Anyone know if 'real' XO ordinance is going to be possible for SE:V modders to make? I remember that it was kinda-sorta managed in SE:IV, but that it didn't quite match up...

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PD and Missiles

Soumis par tmcc le Lun, 2006-10-02 19:47

PD definitely fires at missiles, it just ussually misses or all hits one. Some of the things I have repeatably tested in the simulator:

1) 2 ships with 4 PDC each miss 2 out of three incoming missiles almost every time.
2) 1 ship with 6 PDC almost always kills 3 incoming missiles.
3) PDC firing at seekers targeted at something other than the firing PDC's vehicle (ship, sat, WP, whatever) almost always miss.
4) PDC firing at seekers targeted at something other than the firing PDC's vehicle (ship, sat, WP, whatever) often fire after the missiles have already hit their target.

The targeting algorithm needs to be fixed. Also PDC firing should be based on an algorithm that takes the seeker's rate of approach and speed of the outgoing PDC projectile into account, engaging the seeker at the greatest possible range, i.e it would fire when the seeker will be at the PDC's maximum range at the time that the shells arrive there. That's how real PDC weapons like Phalanx work today. I am pretty sure SEV does not do this now. This would elimintae the syndrome where PDCs fire too late. I can see how this was missed as this was not necessary in SEIV's turn based combat.

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Image de Rilbur

Weapon's Fire Scale

Soumis par Rilbur le Lun, 2006-10-02 22:26

Yeah, thats one of the issues with the scale of weapons fire -- all too often you only get one shot. One of the first things I intend to poke around at modding is some way to increase the relative time it takes stuff to happen -- ships close way to fast, leaving missiles useless unless you keep your ship headed away from incoming vessels. What I'd really like to do is increase all weapon's ranges by 10X accross the board (and have PD weapons / missiles "pre-fire") so that you really get a feel that longer ranged weapons are worth something more than the first shot.

There are 10 types of people in the world:

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

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Image de AngleWyrm

Re: Weapons fire

Soumis par AngleWyrm le Mar, 2006-10-03 00:04

Another approach might be to up the missile speed, so that they reach their target in a shorter time, and engage with the fleet still far away. And it could be fun if levelling up could make faster weapons. Something like this:

Weapon Seeker Speed Formula := 0.05 + (([%Level%] * 0.01) / 5)

But since modding the demo isn't allowed, I'll have to try it out later.

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Image de dwiebe18
Mod Designer

Thats a great idea, I see no

Soumis par dwiebe18 le Mar, 2006-10-03 00:05

*edit*It posted my reply twice for some odd reason.*edit*
______________________________________________________________
Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.

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Image de dwiebe18
Mod Designer

Thats a great idea, I see no

Soumis par dwiebe18 le Mar, 2006-10-03 00:07

Thats a great idea, I see no reason why it wouldn't work but I am no modder.
If it does work I'd definitely use it.

*edit*this was in reply to RE: Weapons Fire, posted above it for some reason*edit*
______________________________________________________________
Interdum feror cupidine partium magnarum Europae vincendarum
Sometimes I get this urge to conquer large parts of Europe.

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