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

Longer Battles?

Soumis par scifier le Dim, 2007-03-11 13:36 Space Empires V General

Not sure if this has been addressed in the past but I couldn't find anything like it while browsing the site. Anyway, I would like to mod my own game (and could release it to others if there is an interest) to make battles a little closer to historical 20th Century Naval Battles. I did not like the size differentials of the ships and have already modded them (I thought a Battleship should mass more than 3-4x a Destroyer, comparing 3,000 ton large Destroyers from WWII to 35-45,000 ton standard battleships) cause it just seemed wrong that three DDs could take out a Battleship in the Simulator (why build Battleships then anyway, just swarms of DDs). Anyway, I spend hours building fleets, filling carriers with fighters, and sending them off to battle, only to see the battle last for 4-5 seconds after the ships make contact. Battleships fire all of their weapons a few times and its all over. Or fighters swarm over a ship which has no chance to defend itself and is gone in seconds. I adjusted this a little by going in and making the weapons slightly weaker and the defenses slightly stronger, and the battles last a llittle longer, but I can also see potential problems on the horizon, like ships with high tech regenerating damage and shields to the point where they never go down. What I would like to see is battles where ships pound on each other for ten minutes or more before the explosions take place. I know that sometimes a single shot can do the job (HMS Hood) and I guess this is modeled by the critical hit? But often ships sucked up the ammo load of multiple ships before going down (Bismark, pounded by two battleships, cruisers, and what, ten or more torps). Is there already a mod out there that does what I'm trying to do, so I can go and shamelessly steal their scripts? Or any advice on how to do what I want to do?

‹ Wondering What 4X Games You Play(ed)? A few wishes for SE V ›
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Re: Longer Battles?

Soumis par Thy Reaper le Dim, 2007-03-11 13:41

You'll have to either reduce weapon damage or significantly boost component structure and shields. As far as I can tell, this is about the only way to lengthen a battle, other than making ships miss a lot more.

You mentioned fighters swarming a ship and that ship having no chance of survival. This may be fixed in the next patch, since one of the fixes involved better PD spread.

Otherwise, best of luck to you. I've wanted longer battles for some time, but haven't had the time to mod things to this effect. If you finish this mod, I'll certainly play it Smiling

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Re: Longer Battles?

Soumis par evilginger le Dim, 2007-03-11 14:14

have a look at the IRM Mod by fallen haven http://interrelatedmod.wikispaces.com though the page is in its early stages you might want to look at the scripts and what they do you might be interested in borrowing some of them or using them for ideas.

From playing the Mod since its first release I have seen battles regularly run out of time and ships especially large ones end up on multi turn battles at times as individual ships are much tougher and so survive longer indeed damaged ships often escape to fight another day. Fighters are still over powered but there is plenty of anti fighter weapons in the mod which if the PD upgrade works out as well as its supposed to will change the advantage markedly. Even now fighters are not invincible and tend to get mauled if not present in over whelming numbers. I have also had a ground combat last three game turns before it came to a concussion which was an experience.

The battles only last a maximum of five muinites at 1x speed but they feel much more like real battles. The latest version is 0.8e downloadable via a link on this forum as I have not put it up on the Wiki page yet.

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Re: Longer Battles?

Soumis par scifier le Dim, 2007-03-11 14:51

Thanks for the info all. Actually the battle times can be increased. I think there is a number in settings that was 300 seconds (five minutes) which I increased to 600 seconds and then watched my early tech destroyer chase a colony ship around the combat screen firing miss after miss for ten minutes. I don't know if there is a limit on this or if it could be increased to twenty minutes or more (though 20 minutes would probably be the limit most could stomach). I tried IRM in an earlier version and it would not load, and have been playing around with Balance Mod. I've downloaded the lastest version of IRM and will play around with it a little on my day off.

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Re: Longer Battles?

Soumis par evilginger le Dim, 2007-03-11 19:12

if you get an error message go into the game types folder when you have unzipped the file and copy the content of the folder called Interrelated Conversion up into the folder called IRM8e and it will run fine. Be aware that as 0.8e was meant as a patch for 0.8d it will appear as 0.8d in the mod selection window.

Hope that helps

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Re: Longer Battles?

Soumis par Ardius le Dim, 2007-03-11 21:11

Another way to make battles longer is make it to where shields have a bleed through effect, and raise hitpoints on ships. Or dont even mess with the shields or weapons, just increase the Damage each ship can take by a couple of hundred. I dont know though, i'm still new at this stuff and i'm only 14, so if my advice sucks, please excuse me.

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Re: Longer Battles?

Soumis par scifier le Lun, 2007-03-12 13:35

Tried IRM8e last night and was impressed by the number of weapons in there, as well as different sizes of Crew Quarters and Life Support. Also played around with different strategies and found some amusing results. Emmisive Armor, as I had seen in another post, gets better as more of it gets damaged (which makes no sense to me, I would have thought the opposite was true). I built an AA light cruiser with Emmisive Armor, and then set thirty large fighters on it. When the armor on the light carrier got down to 540 points no other damage was taken by the ship, even though the fighters (those that survived) continued to swarm around it and fire at it. So the ship miraculously became immune to the fighters. Took a couple of pieces of armor away from the design and the fighters ate it alive in seconds. Added back one piece and the fighters took awhile to destoy it. So the difference of one piece of emmisive armor made the difference between sort of balanced and invulnerable.

Anyway, trying IRM gave me some more ideas over what I would like to try. I think battleships should be able to obliterate frigates and destroyers in one good salvo, but should find it almost impossible to hit them. Destroyers and Frigates should not be able to dent a battleship except with powerful weapons like torpedoes, which should be limited somehow (make a smaller destroyer torpedo perhaps and give it a much longer firing break (time between firing), to simulate limited amounts of torps on board (5 or 6 at most). Looking at IRM I thought it might be possible to make a small cargo bay for fighters and then load a mini-drone in it, but I'm not sure if that's possible with units. Otherwise I would make fighter missiles that are destroyed (the component) on use and had a powerful warhead, though not as powerful as a full sized drone. The problem I could see would be that a carrier's worth of such fighters would take out a large fleet of capital ships and I really don't want to see that result. More like WWII where a fighter could sink a Battleship with a lucky bomb or torpedo hit, but the more likely result was multiple hits, even over ten, to sink the ship. So would there be a way to limit how many of that kind of fighter a carrier could hold. The other question would be could the fighters be launched in a sequence where not to many of the ship killer missile equiped fighters headed at the enemy fleet at the same time and launched all of their missiles at a ship, obliterating one vessel but leaving the others untouched (the mini-drone idea would take care of that since drones target the next available victim, but do missiles do that?)

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Re: Longer Battles?

Soumis par kanaric le Lun, 2007-03-12 15:05

battles would be longer if the AI built larger fleets and confronted you.

In this type of game where there are so many hexes and places ships can be that is hard to do. Its not like Master of Orion 2 where if a ship is in a system and you HAVE to go through it obviously large battles will happen since there is only one place for them.

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Re: Longer Battles?

Soumis par Ardius le Lun, 2007-03-12 15:42

Well could anyone try my idea?

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Re: Longer Battles?

Soumis par Gusset le Lun, 2007-03-12 16:18

scifier wrote:
I think battleships should be able to obliterate frigates and destroyers in one good salvo, but should find it almost impossible to hit them. Destroyers and Frigates should not be able to dent a battleship except with powerful weapons like torpedoes, which should be limited somehow

I disagree with the first sentence quoted above: I can see no reason why a BB should have difficulty targeting a frigate of a destroyer. The smaller ship should have a defense bonus, certainly, but they're not fighters.

Perhaps I missed something, but if taken to the extreme for the sake of this post, are you saying that without "special" weapons, a ship should not be able to destroy an enemy vessel of significantly different size? It either can't hit it if the enemy is too small, or can't punch through the thicker skin if the enemy is too big? Not sure how far I'd take that one. A few destroyers should find it in their best interest to run from a BB or larger. I might be able to get behind smaller ships being unable to effectively pound on a huge opponent, though.

There is always room for improvement, and there are still SE5 code bugs to iron out, but personally, I'm enjoying the Balance Mod. It seems to allow for flexible effective roles of ships. Larger ships can carry more armor and take more punishment and so last longer, yet they can be swarmed by enough smaller ships. Fighters can swarm and take ships under, but sufficient point defense can make a difference (and yes, you can program strategies that let your pd be distributed as it stands now). There are still issues of over targetting of non-pd weapons, though, and I'd really like to see task force formations fixed.

Just my $.02.

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Re: Longer Battles?

Soumis par LordHavoc le Lun, 2007-03-12 16:24

You could simply increase the tonnage structure by *10 of everything. But keep the weapons at the regular damage.

That in theory would make the ships last *10 longer in battle.

Then you will need to address fighters. Do you make their componants 10* as well, or trade off at *5. It's juggling act and leave you to have a play with the numbers.

But I hope to see you release that one. It would make battles epic!

Your lord and master (below Foamy) LordHavoc

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Re: Longer Battles?

Soumis par scifier le Lun, 2007-03-12 17:44

In reply to Gusset. I want to kind of base the battles on WWII (still a lot of ship to ship action at certain points of the war) and not modern times where swarms of ship launched or air launched missiles can saturate defenses. OK, in WWII a destroyer could not penetrate a Battleship's armored hide with its 5 inch deck guns. It could of course hurt crew on the deck and damage systems (at random) like opticles, point defense batteries (AA), electronic masts (radio and radar). But it didn't have a chance of getting through the ships armored hull, deck or turrets, making it essentially suicide to get into a gun battle with a Capital Ship. But a destroyer could damage a Battleship with a spread of torpedoes. It wasn't impossible for a Battleship to hit a juking destroyer piloted by a scared to death helmsman trying his best to not be hit. It was just very hard, and when you read about those kind of battles (see Taffy 2 against the Japanese Battleships or the British Destroyers trying to protect their Carrier from the Scharnhorst in the North Sea) the destroyers did a good job avoiding the guns of the Battleships, for a little while. They were hard to hit, not impossible, but when hit by a fourteen to eighteen inch shell they were gone. Same with torpedoes. Hit a "modern" Battleship (not one of the WWI relics) with one torpedo and if lucky you slow her down a little. Hit her with ten or more and she goes to the bottom most times. Hit a destroyer with one torpedo and she breaks in half and goes down swiftly. But again a destroyer has a greater chance of "Combing" the torpedo to avoid it. That's what I would like to model in a space setting. Then Capital ships sometimes wiped out another with one hit (Bismark vs. Hood) and other times pounded on an opponent until their magazines were almost dry (King George and Rodney vs. Bismark, or was it Nelson, not really sure right now).

Fighters should be obliterated with one hit of a Battleship's main armament, but it should be a matter of chance to get that kind of a hit. Point defense should cause some damage to a fighter with each hit up to destroying it with a couple to four or five hits. I don't like that seventy fighters can gang up on a ship and wipe it out in an instant with small direct fire weapons. Does that mean that a brigade on planet (if they could aim well enough) could fire all of their personal weapons (meaning man carried) at a Battleship in orbit and wipe it out. But then again the fighters should be able to hurt and even destroy Capital Ships with their larger carried weapons.

I think you're right, Lord Havoc. The only way to balance it out is to play with the simulator with numerous ship sizes, weapons loads, and tech levels (Also don't want obsolete ships to have no ability to damage superior opponents, unless the levels are too far apart). Fortunately I love to play with the simulator, and to engage in space battles, or I wouldn't even be interested in this topic. And the best thing about trying to mod this game? I've worked on modding Hearts of Iron 2, Rome Total War and Medieval 2 Total War which uses the same kind of text file system as Space Empires V. But they load the data files at the first startup of a scenario and then save them to the save game. Which means you can't go out of the game, make a change to a file, and go back in to see what it's going to do, which makes it a pain when having to start a new scenario (and not being able in all cases to see a change when the game just isn't there yet). I was pleasantly surprised to see that Space Empires V loads the data files on every startup of a saved game, so you can make changes and then go into the saved game and see them right away. Cool, and a real boon for modders.

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Re: Longer Battles?

Soumis par Alpedar le Lun, 2007-03-12 17:51

Then you would need to increase battlefield and time for battle (it would suck if two BBs engaded DD and after geting half of its shields combat would ended without doing permanent damage.

And it would suck, if DD could not destroy colony ship that is significantly slower than him.

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Re: Longer Battles?

Soumis par Gorgok le Lun, 2007-03-12 18:50

If you wanted to make ships able to take damage to some parts but not be destroyed by smaller ships, because of armor... could you make outer hull take damage before armor? So all damage hits the outer hull first, then armor, only after armor into inner hull.

After that you could make different sized armor (for different ship classes) that are like emissive armor, so really much smaller ships simply will not penetrate it, or doing so is simply not practical. Combine this with a general damage reduction or HP increase to lengthen battles.

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Re: Longer Battles?

Soumis par scifier le Lun, 2007-03-12 19:04

To Alpedar:

It's easy to increase the battle time in settings. I have already got it up to ten minutes in my game and will experiment with it and see how far it can be pushed. It would also suck though if you had to watch a ship running from you for twenty minutes because you were stuck in a battle. Question: Can you actually increase the size of each sector to make the battlefield larger? That might be cool for larger fleet battles. And I don't think I would change the structures for Colony Ships or Freighters. I think they should just blow up when hit by just about anything, since they aren't warships. Maybe if they have shields you would have to get through those first, but otherwise make them very fragile. It would add the strategy of convoying these helpless ducks around during wartime, so you don't watch 20 million citizens or a fleets worth of supplies get taken out by the surprise appearance of a raider (and the heroism of the destroyers slowing down the raiders so their charges could escape).

I was also thinking that it would be realistic to model light speed weapons as always (or almost always) hitting, since the scale of the battlefield would mean almost instantaneous linking of firing ship and target, with no time for the target to move, even random evasive manuevers. Then the non light speed weapons could have more chance to miss modeled in.

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Re: Longer Battles?

Soumis par Wyatt le Lun, 2007-03-12 19:47

scifier i love your concept. im an avid reader of most things navel and especialy in love with the pre-carrier navys. the says when first rates and ships of the line were king. i KNOW that despite what most people would have you believe that a dreadnought is less than a battle ship if you were to rank them by size. not many people know that. those old WWI relics you refer too were actualy dreadnoughts and compaired to 'modern' battle ships were relics.

anyhow the trouble is that carriers and missles DO come into play. the reason most navel battles pre-carriers took so long was first being able to find the enemy fleet. and second most shots missed. battleships became dinosours overnight because of the very thing you complane about when you say small swarms of fighters destroy ships. to this day no surface ship will get within gun range of any carrier.

the way to fix this is remove missles and fighters totaly. mod the guns to be strong but miss alot on the order of a 1-2% hit rate. and have very strong but very short range torpedos. as well as limit the size of guns on smaller ships and increase the range hugely in larger ships. so you could only have a say level 20 DUC max in a frigate. were battle ships could go up to size 75 or so and dreads could have the full 100. (since most weapons increase range with levels you may not have to do anything but limit the level of the weapon to the hull size)

i dont even know if it would be possable to limit a hull size to a certian weapons tech cap. since all old tech is scraped the second a new version is researched id guess no. but i like your ideas alot and wish you luck working them out. but as long as there are missles and fighters involved then you will have a hard time setting it up to reflect the old ship to ship combat.

i still havent figured out why Star destroyers needed TIE fighers. if the fighters are powerful enough to destroy a capitol ship then you dont build battleships you build carriers. if they arent then you dont build fighters at all.

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Re: Longer Battles?

Soumis par scifier le Lun, 2007-03-12 20:59

Hey Wyatt

I'm a WWII buff myself and a scifi writer (unpublished but getting close). I do know that fighters could sink ships very easily, but not with machine guns (like the blasters on the fighters). I personally don't think fighters would be very useful in space battles because of the inverse square law, where a larger ship has less surface area in proportion to tonnage than a smaller ship. This also goes for the sphere of the shield, so a 50,000 ton ship would generate ten times the power of a 5,000 ton ship, but would have a shield with a surface area much less ten times the smaller ships, meaning the larger ship has much more powerful screens. So I always thought the way to go was likr in Star Trek, where the larger the ship the more quickly it could clean house. But the fighters are in the game and I kind of like the carrier idea, which wouldn't work without fighters, so I have to deal with them.

As far as the Dreadnoughts, blame science fiction writers (David Weber comes to mind) for using Dreadnought and the Dreaded (pun intended) Superdreadnought as the successors to Battleships. But yeah, HMS Dreadnought would have fallen quickly to a WWI Battlecruiser like the Repulse.

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Re: Longer Battles?

Soumis par scifier le Lun, 2007-03-12 21:01

Oh, and I like the idea of level limits for weapons on different sizes of ships. But the weapons mounts from IRM also seem to work well.

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Re: Longer Battles?

Soumis par herr_phil le Mar, 2007-03-13 08:15

I was reading this topic and then a few ideas came to mind about how to make this work. Assuming the emissive armour is fixed (the more you chew up, the weaker it gets), then there is a great way to do this. Heavy ships could have a natural emissive armor amount to them, one that doesn't degrade in addition to regular armour. Let's check the math for a moment

I have a BB that has 50,000 armour and it gets ganged up by a team of lightly armed destroyers and frigates. Assuming they do about 600 damage at one time (say a high level anti-proton), it would take a group of 10 of them about 17 seconds to cut through the ship and end it, assuming no misses and casualties. Now lets give the BB a natural emissive armor amount of 200. The 10 ships suddenly take 25 seconds to pound the ship into space dust. In that time the BB will have probably destroyed about half of the incoming ships, making it even better.

Lets take the math out a little further still. Lets make it have a natural emissive of 400. Now the 10 ships take a whopping 50 seconds to pound the ship into dust. 50 seconds would be more than enough time for the BB to pound the little ships because of it's gigantic weapon mounts. Balance is achieved? Or is it?

Two BBs decide to go at it, both with 50,000 armour. Assuming they have a wide range of weapons ranging from mesons to anti-protons, we could estimate the total damage in one volley of about 15-20k late game. So now they go at it. The two ships will defeat each other in a matter of seconds, despite having the natural emissive.

So how are we going to fix that? And what about fighters that can only do 150 damage? That's easy enough. Make a dedicated bomber. The bomber would be loaded with a weapon that is not only heavy (like a real bomb), but is also a single shot operation. Suddenly you enter the territory of fighter tactics. Do you send in a wave of SEAD craft that distract the enemy point defense first and then send in slower bombers? What happens when the other player develops interceptors for your bombers? Now fighter combat becomes more than who has the highest tech research.

So how much should that bomb do? Assuming a late level fighter with tonnage of 75, I'd say that the bomb itself could be 20-25 of the 75. A heavy bomber would literally be engines, a cockpit and a few bombs. A tactical fighter might be faster, and better equipped, but with less payload. Our bomb does 600 lets say, making it extremely powerful for a fighter? Or is it?

Your dedicated bomber has enough for two rounds. So 1200 damage. Our BB is the most pricey target so the bomber goes for that. Assuming it hits for both (and is no destroyed), the 1200 damage is reduced twice by the emissive to a whopping 400 damage total. It takes a lot of bomber to destroy that BB. Against a regular destroyer, even late game a dedicated bomber squadron would still be able to sink it easily.

There is only one more thing I'd like to talk about, range. The biggest difference besides caliber and damage from a 6in and an 18in is effective range. An 18in gun is good for engagements at range you can't see the people on the side of the ship with a pair of binoculars. Some 6in guns require a pretty good look at what your shooting at for a good hit, and consquently they could be used almost rapid fire.

Is SEV, the BB would get the massive mounts, which would come with a range bonus like stations. The Massive Meson Blaster would have at least double that of the the regular one. (a 6in naval gun was good to about 14km, an 18in effective to about 36 km) So a destroyer would have our regular or large meson blaster good to about 10 units, and our BB would have a massive one, good to about 18 units. Combined with emissve armor, and you have some nasty tactical battles.

"Light travels faster than sound, that's why people seem bright until you hear them."

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Re: Longer Battles?

Soumis par Wyatt le Mar, 2007-03-13 08:31

i like the bomber idea. i totaly agree with all the statments that speak about fighters being over powered.

in this vein id like too see 2 things. one is the bomber. give it a ......... well, bomb type of weapon. large with limited shots. say 4 shots/bombs max (possable to make it 'break' like all the steller manipulation items do after use?) only usable against planets, ships and bases. the second thing is if at all possable give regular old fighters anti-PD weapons. i know that there are bombs that target specific things like ship yards and such would it be possable to creat something on that order for fighters to use against PD weapons? sort of like "wild weasle" missions in space, the fighers clear out enemy PD and fighters, then send in the bombers for a strike.

that would put things into a much better ballance instead of just building swarms of over powered fighers and just wrecking everything in your path. as it stands now Moses couldnt summon a swarm that could do more damage than one light carrier and just 10 fighters.

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Re: Longer Battles?

Soumis par Ardius le Mar, 2007-03-13 15:59

WILL ANYONE NOT LISTEN TO MY IDEA?! Why not just increase the ammount of damage a ship can take?!

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Re: Longer Battles?

Soumis par Ardius le Mar, 2007-03-13 16:00

sorry double post

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Re: Longer Battles?

Soumis par Wyatt le Mar, 2007-03-13 17:33

because that doesnt cut to the heart of the basic problems. there is a number of ways to skin a cat. all will work, but only a few leave you with a nice hide to play with aftwords.

the object of the thread is to be able to recreate old navel battles, simply increasing the ability to sop up damage doesnt allow this, it mearly prolongs the fight a bit but doesnt change the basic tactics used. you could just as eaisly change the damage done by weapons and adjust it down to get the same effect, but swarms of fighters will still rule. and a destroyer will still be more valuable than a battleship.

the way in wich ships fight needs to be changed , not just the basic damage ratio.

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Re: Longer Battles?

Soumis par gnosis le Mar, 2007-03-13 18:34

Wyatt wrote:
i still havent figured out why Star destroyers needed TIE fighers. if the fighters are powerful enough to destroy a capitol ship then you dont build battleships you build carriers. if they arent then you dont build fighters at all.

Star destroyers in the lucasfilm starwars setting carried other types of small vessels as well. Anyone who has played the space simulator games knows that there are tie-interceptors, tie-bombers (with many torps) and tie-advanced (heavy fighters with shields and a few torps if I recall well). In those games bombers can take out capital ships and tie-fighters can't.

However in the interest of Hollywood filmaking, they had capital ships closing extremely close on each other for dramatic effect, instead of showing a bomber squadron taking out a capital ship as it happened in those games. Add that along to the "sound in space" conspiracy in film and game making.

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Mod Designer

Re: Longer Battles?

Soumis par Isopsyco le Mar, 2007-03-13 18:46

Here is my two cents:
I have to agree with Wyatt's reasoning, weapon and armor size/class is directly related to the ship/fighter that can carry it, the bigger the ship/fighter the better armor and weapon. I think you can class the weapons to be only mounted on certain sizes/classes (can't remember if it was this forum or another) and restrict their effectiveness on anything outside thier class. This would lead credence to why torpedo bombers where slow and always (well, maybe not 'always battle of midway' but they took heavy losses) had fighter coverage. The fighters were pretty much ineffective against a well armed battleship (flak and main batteries made pretty short work of them) but several torpedo bombers could do the job if they got their specific weapon on target.
Same with stacking a destroyer against a battleship, the battleship carried heavy/bigger guns and armor related to its size and would make short work of anything below its class.
It boils down to the weapon/ship is built/designed to the job at hand, if you bring the wrong tool to a fight your in trouble.

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Re: Longer Battles?

Soumis par Wyatt le Mar, 2007-03-13 19:08

Quote:
Add that along to the "sound in space" conspiracy in film and game making.

heh i read a star wars book once (cant recall what it was) about this sound in space and the reasons for it. the idea was that the cockpit actualy generated the sound as a sourt of audio tracking que. made sence to me especialy since i used to play ever quest by tracking the sounds of approaching enemys back in the days when you couldnt seen anything in your screen but your spell book.

ive allways kinda applyed that reasoning to any games with sound in space when i think about it at all that is.

the point stands though from a locigal point of view if you could build a small ship (i call em fighters as a blanket term) that can take out a capitol ship then you dont build battleships you build carriers.

and furthermore, if your smart about it you dont build a few huge carriers you build small frigate class ships with say 5 or 6 'fighters' on board and have them combine into wings after they launch. that way the loss of one small frigate wouldnt be noticed unlike the loss of a giant carrier.

still i wouldnt seriously change the Star Wars movies. it is fantacy after all and the sight of a SD closing with a mon cal star cruiser is very exciting. tossing in swarms of fighters just adds to the excitment. i can overlook the fact that the fighters serve no real point in space combat for the sake of a rousing battle.

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Re: Longer Battles?

Soumis par gnosis le Mar, 2007-03-13 19:10

I heard that reasoning as well. It goes along the lines that pilots would need simulated sounds for environmental feedback and for psychological support in long trips.

However with surround sound capabilities and a camera that rotates around a ship or ships to create a cocky sound experience, I tend to believe the conspiracy! If you spend time questioning casually your friends in the next "space" movie, some will even tell you that sound does travel in space!

Not that I don't like it in movies, mind you, I'm just being aware of it.

Imagine how different these games will become once we become a space faring race, in say a 100 years.

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Re: Longer Battles?

Soumis par Ardius le Mar, 2007-03-13 19:39

O ok.

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Re: Longer Battles?

Soumis par Kato le Mer, 2007-03-14 10:15

Ardius wrote:
WILL ANYONE NOT LISTEN TO MY IDEA?! Why not just increase the ammount of damage a ship can take?!

No need to shout.

The easiest way to do this is double the structure points for ALL armors and double the Shield pts for ALL shield generators. Leave everything else the same. Result = longer battles.

Works in my mod. Kinda nice to see who's trying to creep out of a warp point before he gets blowed up by my torps! Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Longer Battles?

Soumis par evilginger le Mer, 2007-03-14 10:25

(OT) where you never 14? I might be positively ancient but I have not forgotten quite what it was like, so be nderstanding.(/OT)

The IRM method of linking armour to structure works as it becomes more and more possible to damage a ship without destroying it. It would also work if you chanced the damage resistance of certain structures such as life support crew quarters and cargo bays but not weapons and more delicate systems so ships would degrade in combat but survive longer. You would end up with Star Fleet Battles type Through deck cruisers, i.e. holes in the hull which go straight through so you can see space on the other side and no operational systems but still a ship.

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Re: Longer Battles?

Soumis par Kato le Mer, 2007-03-14 11:42

OT - It's never too late to learn manners, no matter how old you are. I have 3 kids aged 8 and younger - we insist they be polite.

Shields should be universal and armour leaky. In order to inflict damage on internal components, you have to first blow down the shields and then hit against armour which may or may not prevent all damage incoming.

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Longer Battles?

Soumis par Wyatt le Mer, 2007-03-14 12:47

i still say that in order to reflect actual navel situations that you need to limit weapon sizes on smaller hulls. ive never once heard of a frigate with a 16" gun. in game frigates can mount the same size weapons as dreadnoughts (sans weapon mount techs) and thats in no way realistic.

as i said before just chaging the damage ratio isnt changin the ship to ship dynamic. ships may last longer but they still fight the same way. the only thing your actualy changin is the length of the battle, and wether my 10 fighters destroy a dread in 20 seconds or 30. the end result is the same.

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Re: Longer Battles?

Soumis par Kato le Mer, 2007-03-14 13:02

Wyatt wrote:
i still say that in order to reflect actual navel situations that you need to limit weapon sizes on smaller hulls. ive never once heard of a frigate with a 16" gun. in game frigates can mount the same size weapons as dreadnoughts (sans weapon mount techs) and thats in no way realistic.

I guess it depends on which naval situation you're trying to reflect. A WWII naval scenario would have destroyers armed with 5" guns - no damage to BB's. If you're talking about a modern destroyer, it would be armed with Harpoon missiles - very capable of damaging a BB which are, in fact, rarely deployed in a modern navy. Missile cruisers are more common nowadays - armed with nukes even.

This is Space Empires - not WWII, not "wet" navy. The comparisons are irrelevant - like apples to watermelons. A starship driven by space-warping drives powered by melding matter with anti-matter, but armed with projectile weapons is an oxymoron. It would be analogous to WWII destroyers being armed with catapults flinging burning oil with pointed rams on their bows and shearing blades on their sides.

It's irrelevant - like sound in space. But we enjoy it nonetheless. lol

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Longer Battles?

Soumis par Revery le Mer, 2007-03-14 14:43

Wyatt wrote:
i still say that in order to reflect actual navel situations that you need to limit weapon sizes on smaller hulls. ive never once heard of a frigate with a 16" gun. in game frigates can mount the same size weapons as dreadnoughts (sans weapon mount techs) and thats in no way realistic.

It seems like weapon mounts (at least in IRM) already reflect this difference well - the regular APB on your frigate is like a modern 5" gun. Now give that APB a massive mount and put it on a battleship, it's not the same weapon anymore - it does more damage and can punch through heavy armor more effectively, has more range but less accuracy, it takes up more space and uses more ordnance, it can only be used on larger ship hulls - for all practical purposes, it's now a 16" gun.

IRM's armor and weapon mount systems already make fights between direct-fire ships feel somewhwat like classic naval battles - the problem is these fights rarely occur, because your direct-fire capital ships are being chewed up by fighters and missiles. An extreme solution would be removing both fighters and missiles from the game entirely, which takes you back to the early 1900's with heavily armored battleships slugging it out with long range projectile weapons.

Alternately you can try to balance fighters so they're useful but don't make capital ships entirely obsolete, and likewise balance missiles so they're useful but don't make direct fire weapons obsolete. Currently you don't need much more than missile ships, carriers+fighters, and lots of point-defense.. there's just no use for slow ships with direct fire anti-ship weapons. R.I.P. DUCs.

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Re: Longer Battles?

Soumis par Wyatt le Mer, 2007-03-14 16:24

Quote:
I guess it depends on which naval situation you're trying to reflect.

i should have thought that would be clear by now given the original post and the follow ups.
your points are very valid just not relivent to the ideas in question in this thread.

recreating old pre-carrier fleet battles. or at the outside allowing the early stage (IE WWII) fleet actions with carrier support. the modern navy with missles is allready reflected in the game. and pretty accurate to boot. a frigate can destroy with ease a battleship in the moder navy thats why battleships are only fired up and run out for arty support along coastal areas. and one fighter/bomber armed with a nuke tiped AS missle will cause an entire fleet to glow should they get lucky enough to score a hit.

however with the stated goal of limiting ships to reflect the old Ship on Ship combat before this all debate about anything but ship and gun abilitys is moot.

im glad to hear that the IRM mod has made some attempt at changing this, but on the other hand the mods ive tryed so far have aspects i like and at the same time change things that i dont like. thats why im glad to see the OP talking about making a mod to change just the combat. that id use (if it was done well) and gladly without having to change planet colors, or learn a new tech tree and so on.

and i beg you please dont take my words as being critical. i know alot of time and effort goes into making the mods and that alot (dare i say most?) people choose to use one or another of them, and should i have started my SE V experiance using one im certian i would enjoy them myself but as it is i find that i know the system in the stock game now and havent found anything so amazing in the mods offered that it can counterballance the feeling of the game being wrong when i use them. that is certianly just my opinion and no reflection on the various mods in question.

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Re: Longer Battles?

Soumis par Ardius le Mer, 2007-03-14 16:58


a frigate can destroy with ease a battleship in the moder navy thats why battleships are only fired up and run out for arty support along coastal areas. and one fighter/bomber armed with a nuke tiped AS missle will cause an entire fleet to glow should they get lucky enough to score a hit.

Well yeah, but as weapons get more advance, ships get more advanced. So like, if we put out a modern Battle Ship TODAY, it will be stronger than the other ships. True one nuke will take it out, but how often do people use nukes anymore? Besides, as nuclear weapons grow in power, Nuclear Defenses will go up as well, thus making it harder for a nuke to be destroyed.

i accendentally erased one of the quote things, so it kinda messed up. Sorry

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Re: Longer Battles?

Soumis par Ardius le Mer, 2007-03-14 16:59

Kato wrote:
A starship driven by space-warping drives powered by melding matter with anti-matter, but armed with projectile weapons is an oxymoron. It would be analogous to WWII destroyers being armed with catapults flinging burning oil with pointed rams on their bows and shearing blades on their sides.

Not really the case. The projectile weaponry is more advanced that what we have today. It would be radioactivly inhanced, and probibly even have energy, or explosive, tips.

Just because it is "projectile" does not mean it is technologically impared. There are some things that could never be replaced. For example, energy weapons would be best while fighting against shields and lightly armored. But in real life, the projectil weaponry would have more penetrating power, allowing more peircing damage and breaching the hull alot easier. That along with an explosive/radioactive tip would cause even more damage on the inside and even might give the crew radiation sickness.

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Re: Longer Battles?

Soumis par Ardius le Mer, 2007-03-14 17:01

Kato wrote:
Works in my mod. Kinda nice to see who's trying to creep out of a warp point before he gets blowed up by my torps! Smiling

Speaking of Torps, what are they good for?

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Re: Longer Battles?

Soumis par Fallen Haven le Mer, 2007-03-14 17:37

Revery wrote:
IRM's armor and weapon mount systems already make fights between direct-fire ships feel somewhwat like classic naval battles - the problem is these fights rarely occur, because your direct-fire capital ships are being chewed up by fighters and missiles. An extreme solution would be removing both fighters and missiles from the game entirely, which takes you back to the early 1900's with heavily armored battleships slugging it out with long range projectile weapons.

But missiles and torpedoes are stopped by light weapons and point defenses, and also takes a lot of ordnance and supplies, you run out of ammos much sooner. Direct fire weapons still have their place.

Quote:
Alternately you can try to balance fighters so they're useful but don't make capital ships entirely obsolete, and likewise balance missiles so they're useful but don't make direct fire weapons obsolete. Currently you don't need much more than missile ships, carriers+fighters, and lots of point-defense.. there's just no use for slow ships with direct fire anti-ship weapons. R.I.P. DUCs.

Light weapons like the auto-cannons chew through fighters and drones easily. Fighters with light weapons are good against other fighters but hardly dent heavily armored ships, but if loaded with heavy weapons, they slaughter ships, but they get vaporized by other fighters. I did anticipate the balance problems, the only thing that that screw things currently is the emissive bug. Once that is fixed, i will be able to make my "leaky armor" work like intended.

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Re: Longer Battles?

Soumis par Fallen Haven le Mer, 2007-03-14 17:52

Ardius wrote:
Not really the case. The projectile weaponry is more advanced that what we have today. It would be radioactivly inhanced, and probibly even have energy, or explosive, tips.

You under-estimate today's projectile technology. We already have high tech projectiles like caseless rounds, sabot, Armor piercing, hollow point, "Blended metal" rounds (round that explode in contact with soft tissue but pierce armor), guided bombs etc...

Quote:
Just because it is "projectile" does not mean it is technologically impared. There are some things that could never be replaced. For example, energy weapons would be best while fighting against shields and lightly armored. But in real life, the projectil weaponry would have more penetrating power, allowing more peircing damage and breaching the hull alot easier. That along with an explosive/radioactive tip would cause even more damage on the inside and even might give the crew radiation sickness.

Missiles may be the best of todays weaponry, but they are not most appropriate weapon. Guided missiles are expensive, need radar / satellite / sensors to operate, take more space than non guided rounds. Also you have the propellant issue you don't have with direct fire weapons (especially if we include beams and coil / rail guns).

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Re: Longer Battles?

Soumis par Revery le Mer, 2007-03-14 18:45

Fallen Haven wrote:
But missiles and torpedoes are stopped by light weapons and point defenses, and also takes a lot of ordnance and supplies, you run out of ammos much sooner. Direct fire weapons still have their place.

Light weapons like the auto-cannons chew through fighters and drones easily. Fighters with light weapons are good against other fighters but hardly dent heavily armored ships, but if loaded with heavy weapons, they slaughter ships, but they get vaporized by other fighters. I did anticipate the balance problems, the only thing that that screw things currently is the emissive bug. Once that is fixed, i will be able to make my "leaky armor" work like intended.

Good point, the best anti-ship fighters can be countered by regular autocannon fighters, and the autocannon fighters can't dent a capital ship, it is balanced in a rock/paper/scissors way. The problem still remains that missiles dominate ship vs. ship combat - direct fire weapons have their place, but only as autocannons to shoot down fighters and missiles, I can't picture any situation where the regular mounted direct-fire weapons are superior to a missile. Even my 'unit hunter' ships carry one missile so they're able to fight back against "parthian shot" tactics, and these ships (max armor+autocannons+1 missile) can, ironically enough, easily kill direct fire-only ships using "parthian shot". Perhaps we have the point defense bugs to blame, it seems like no matter how many autocannons I load onto a ship, half the missiles get through. Hopefully it'll change next patch, but at the moment it seems like missiles are the ship killing weapons and direct fire kills units, there's little place for direct fire warships shooting each other like classic battleships did.

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Re: Longer Battles?

Soumis par Fallen Haven le Mer, 2007-03-14 20:53

Revery wrote:

Good point, the best anti-ship fighters can be countered by regular autocannon fighters, and the autocannon fighters can't dent a capital ship, it is balanced in a rock/paper/scissors way. The problem still remains that missiles dominate ship vs. ship combat - direct fire weapons have their place, but only as autocannons to shoot down fighters and missiles, I can't picture any situation where the regular mounted direct-fire weapons are superior to a missile. Even my 'unit hunter' ships carry one missile so they're able to fight back against "parthian shot" tactics, and these ships (max armor+autocannons+1 missile) can, ironically enough, easily kill direct fire-only ships using "parthian shot". Perhaps we have the point defense bugs to blame, it seems like no matter how many autocannons I load onto a ship, half the missiles get through. Hopefully it'll change next patch, but at the moment it seems like missiles are the ship killing weapons and direct fire kills units, there's little place for direct fire warships shooting each other like classic battleships did.

Direct fire weapons shoot much faster than Missiles, thus the potential of dealing much more damage, as long as the enemy remain in their killing range. The way i set up my mod, larger ships are invariably slower, thus your parthian shot is only useful using small ships vs slower ships. Larger ships (with larger mounts) have more range than the smaller one (as well as heavy armor and shields), and the massive mounts have next to the same range as non mounted missiles, and comparable damage. If everything was working as intended, missiles would have a hard time getting through defense net while direct fire would keep shelling ships until they blow up.

About the parthian shot: Can you do it with a full fleet? I doubt you can destroy a whole fleet of mixed ship designs with a fleet of small missile ships. If you bring in bigger missile ships, they may have the firepower, but not the manouvrability to bait the fleet into chase and keep out of range... Of course, i never really experimented it in game, i don't believe i need that to beat the AI yet.

Edit : I did try to do the parthian shot using a small fleet of frigates against a much larger fleet that contained destroyers along frigates. The second fleet had only direct fire weapons while the first was only using missiles. I was controlling the first fleet, trying to get in range of missile but out of range of the enemy frigates (that were Unit hunters). Ran out of time on that one, most of the missiles were shot down or absorbed by shields, lost 3 missile frigates that i could not keep out of range (mainly due to formation), managed to kill only one of the enemy frigate. If it had been without shields, i might have killed one or two more, but i would also have lost my own ships faster. Missiles don't have enough range advantage to allow using parthian shot at fleet level. No doubt it's deadly with small squadron of ships, but really useless with large fleets.

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Re: Longer Battles?

Soumis par scifier le Mer, 2007-03-14 21:11

My God. I started a Monster thread. Go away for a couple of days and it gets out of hand (LOL). Anyway, the initial idea is it takes hours to design and build ships and move them around, just to have a battle that lasts a couple of minutes. I like battle, so I just thought I would enjoy the game more if the battles were longer and could employ more strategy. I thought the WWII analogy would be good just because they actually had (in some cases) gun to gun battles (night, bad weather, etc) that lasted for long periods of time while the ships pounded each other. And a moving Battleship with late war AA (lots and lots of it) were a different proposition than those sitting in harbor. I saw a film of an Iowa Class under air attack and the Japanese aircraft looked like flies hitting a bug zapper as they swarmed around the battleship which was zigging and zagging as fast as its bulk would allow. They could still be hit and sunk, but be ready to have a fairly empty hanger deck on your carrier afterwards. The idea of taking out fighters altogehter would make it easier to model the combat, but they are in the game so I think they should be modeled in if possible.

Sound in Space? I read a book in the sixties (I think) called "The Making of Star Trek". Why have sound and concussive effects in space? They tried to do a space battle in an early episode in which there was no sound and no movement on the ship from near misses. The result? Boring to the extreme as Kirk sat in his chair and ordered return fire. So they put in sound and motion to add dramatic effect. Phasers were also said to be total conversion weapons that converted the target to energy. When someone pointed out that converting a 100 kilo body to energy would cause a continent destroying explosion (which kind of redures a phaser a suicide weapon) Star Trek in later incarnations turned Phasers into weapons that vaporized matter or shifted it into another dimension (which seemed kind of gross, another dimension full of charred bodies). So explanations after the fact in science fiction (or science fantasy) are normally the result of the writer/developer thinking, damn, they caught me there. I need to come up with something that sounds good.

Projectile weapons? I looked at that for a novel I wrote (which got very good rejections, lol), and found that a projectile traveling at a good percentage of light speed carried a lot of energy. And even if turned to vapor the vapor could still blast through a target (it's still mass traveling at high speed. See Larry Niven/Jerry Pournell's "Footfall" for a really good scene involving a ship that couldn't escape the doom heading toward it.) The real problem is it's travelling slower than light and you can see it coming. From an appreceable distance you can evade, unless it can track, fool your sensors, jam, or something like that.

Looking at IRM, the weapons mount idea works very well, but I would like to beef it up, like a heavy capital ship mount tripling or quadrupeling the weight of a weapon, with coresponding increases in damage and range.

Question on modding. Does the Tonnage Structure Formula in VehicleSizes really do anything? I tried playing with it and it seemed to have nothing to do with the tonnage structure of the ship. Quadruple it and the only structure tonnage of the ship come from the components, which don't increase. Set it to zero and it still doesn't change. So what's its purpose?

Appreciate all the comments and ideas and you all have really given me food for thought.

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Re: Longer Battles?

Soumis par RasterOps le Mer, 2007-03-14 21:58

Longer space battles huh? You mean so the ANCIENT Weapons have a chance to fire more than once in a battle? Dig dig dig. Eye-wink

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Re: Longer Battles?

Soumis par Fallen Haven le Mer, 2007-03-14 23:47

scifier wrote:
Looking at IRM, the weapons mount idea works very well, but I would like to beef it up, like a heavy capital ship mount tripling or quadrupeling the weight of a weapon, with coresponding increases in damage and range.

I set them that way because i prefer ships with many weapons to having 2 or 3 weapons only because they are so large. And more powerful weapons won't go toward making the battle last longer...

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Re: Longer Battles?

Soumis par herr_phil le Jeu, 2007-03-15 08:40

I'm sure a few of us have read the hyperion novels (the ones with the shrike, the pax and farcasting). Their take on space combat is quite different from a lot of what I am seeing (as well as the current state of space empires 5).

Their take was that the ultimate weapons were beam weapons because it is next to impossible to dodge a beam coming at you at the speed of light. The targetting computers would engage targets out of visual range because the beam weapons were that accurate and the targetting systems were also quick enough to cycle through. The way to win those kind of fights required mobility and sheer numbers to get around the incredible odds. Not exactly climactic, but it made sense in that universe.

If I were to mod something, that is what I'd play with first. Make the beam weapons worth the extra tonnage both accuracy wise and range wise. Especially with the evolving computers, it gets to the point where you right click your target (on your space ship) and hit "shoot stuff at" and the computer does the rest.

But anyway, I digress from the original point of the topic! Longer space battles is going to take more effort than just changing a few values in the component editor. The game space empires 5 was designed for that sort of fast paced, battle is over in 25 seconds despite there being 200 combatants sort of thing. Technology is just TOO good. I like the emissive armor idea for larger ships, and for fighters you simply make components heavier. A cluster bomb weighing 50 kT on a large fighter size 75 kT is going to even things out a lot, especially if you bring down the ordinance amount that the fighter can carry.

"Light travels faster than sound, that's why people seem bright until you hear them."

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Re: Longer Battles?

Soumis par Wyatt le Jeu, 2007-03-15 09:02

Quote:
Their take was that the ultimate weapons were beam weapons because it is next to impossible to dodge a beam coming at you at the speed of light.

OT i read those books. enjoyed em too. but the one thing that didnt make sence to me was the fact that they had FLT coms and still were killed by beam weapons. some of the fights were taking place at light hours. there were no picket ships or bases to warn fleets that they were being fired on and to take evasive?

heh i can only say that Dan was a great story teller when it comes to religion but not so much in writing plausable battles.

the series "Dread Empire" was a much more plausable senario of ship to ship fleet action, with anti-mater missles being used as thee fleet killing weapons and lasers used for PD. if you enjoy war storys based on old navel traditions then i serious recomend that series. its pre WWI wars set in space and a damn good story at that.

anyhow mass increases the closer it gets to the speed of light so even a rail gun that can get a chunk of lead to .99C would pack a far more powerful punch than any laser/beam weapon that can be immagined. or so ive been told Eye-wink

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Re: Longer Battles?

Soumis par Kato le Jeu, 2007-03-15 09:03

Ardius wrote:
Kato wrote:
A starship driven by space-warping drives powered by melding matter with anti-matter, but armed with projectile weapons is an oxymoron. It would be analogous to WWII destroyers being armed with catapults flinging burning oil with pointed rams on their bows and shearing blades on their sides.

Not really the case. The projectile weaponry is more advanced that what we have today. It would be radioactivly inhanced, and probibly even have energy, or explosive, tips.

My point about projectile weapons being irrelevant on a starship was not a criticism of how little or how much damage they could inflict. Rather, I see projectile weapons missing their target more often than not. Think about it, in the scale of outer space, you have one moving dust speck trying to hit another moving dust speck with a fixed speed dust speck in another room away. The odds of scoring a direct hit are . . . well, astronomical. Smiling Up close, yes, more likely to score a hit and more practical.

The only practical weapons on a starship are guided missiles and energy weapons (near-instantaneous hit).

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Longer Battles?

Soumis par Fallen Haven le Jeu, 2007-03-15 09:04

herr_phil wrote:
Their take was that the ultimate weapons were beam weapons because it is next to impossible to dodge a beam coming at you at the speed of light. The targetting computers would engage targets out of visual range because the beam weapons were that accurate and the targetting systems were also quick enough to cycle through. The way to win those kind of fights required mobility and sheer numbers to get around the incredible odds. Not exactly climactic, but it made sense in that universe.

It all depend on what you define as "beam weapon". It's true for lasers that they are at the speed of light, but a particle beam might not be that fast. And tracking a traget over long distance takes more than just a good radar (in fact radar are a bit slow for such distance). Also, computer may make the calculations fast enough, but the mecanical part may not be able to turn and fire as fast as the computer may want it to get that "impossible shot" out in time...

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Re: Longer Battles?

Soumis par WanderDaekar le Jeu, 2007-03-15 12:43

Kato wrote:
My point about projectile weapons being irrelevant on a starship was not a criticism of how little or how much damage they could inflict. Rather, I see projectile weapons missing their target more often than not. Think about it, in the scale of outer space, you have one moving dust speck trying to hit another moving dust speck with a fixed speed dust speck in another room away. The odds of scoring a direct hit are . . . well, astronomical. Smiling Up close, yes, more likely to score a hit and more practical.

The only practical weapons on a starship are guided missiles and energy weapons (near-instantaneous hit).

Well, why not blend that in by reducing the range of projectile weaponry so you have to get in closer? I don't know the physics involved regarding vaporization of matter to shield strength, but reducing range and upping damage I could see working well. Particularly in a flat start at the bottom of the tech tree so ships have to get in close to each other. Have to get in close and dirty, before reaching greater range with energy weapon systems. Could expand the range of energy DF weapons too, to expand this. Same for CSMs and torps. Chemical reactions burn out, but an energy missle has a different sort of power. The multiple torps could be tweaked for a short, medium, and long range as well, with damages adjusting to match. All in all, projectile weapons, no matter how advanced, are limited by their physical makeup, while something like an antimatter torp, from what I understand of matter/anti-matter annihilation, could continually improve as technology enhanced the containment and effciency of the reaction. Chemical reactions solely on physical matter will reach an upper limit someday.

I suppose it's just fun to debate though. I just like seeing things go boom. Laughing out loud

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Re: Longer Battles?

Soumis par Kato le Jeu, 2007-03-15 13:56

Cool I hear you, WD, and I agree. Making projectile weapons shorter range but very deadly damage and high ROF would seem the logical way to go. It would radically differentiate them from seeking weapons (chemical and energy) and energy weapons. Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Longer Battles?

Soumis par Fallen Haven le Jeu, 2007-03-15 14:26

Kato wrote:
:cool: I hear you, WD, and I agree. Making projectile weapons shorter range but very deadly damage and high ROF would seem the logical way to go. It would radically differentiate them from seeking weapons (chemical and energy) and energy weapons. Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

The only problem is that ships with short range weapons are easy picking in this game. This is one reason why i did not want to make huge range difference between weapons types, just enough to get some advantage in first strike. I did make it so that beam weapons remain more accurate over range than their projectile counterpart.

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Re: Longer Battles?

Soumis par Revery le Jeu, 2007-03-15 14:47

Fallen Haven wrote:
Direct fire weapons shoot much faster than Missiles, thus the potential of dealing much more damage, as long as the enemy remain in their killing range. The way i set up my mod, larger ships are invariably slower, thus your parthian shot is only useful using small ships vs slower ships. Larger ships (with larger mounts) have more range than the smaller one (as well as heavy armor and shields), and the massive mounts have next to the same range as non mounted missiles, and comparable damage. If everything was working as intended, missiles would have a hard time getting through defense net while direct fire would keep shelling ships until they blow up.

About the parthian shot: Can you do it with a full fleet? I doubt you can destroy a whole fleet of mixed ship designs with a fleet of small missile ships. If you bring in bigger missile ships, they may have the firepower, but not the manouvrability to bait the fleet into chase and keep out of range... Of course, i never really experimented it in game, i don't believe i need that to beat the AI yet.

Edit : I did try to do the parthian shot using a small fleet of frigates against a much larger fleet that contained destroyers along frigates. The second fleet had only direct fire weapons while the first was only using missiles. I was controlling the first fleet, trying to get in range of missile but out of range of the enemy frigates (that were Unit hunters). Ran out of time on that one, most of the missiles were shot down or absorbed by shields, lost 3 missile frigates that i could not keep out of range (mainly due to formation), managed to kill only one of the enemy frigate. If it had been without shields, i might have killed one or two more, but i would also have lost my own ships faster. Missiles don't have enough range advantage to allow using parthian shot at fleet level. No doubt it's deadly with small squadron of ships, but really useless with large fleets.

Sorry, I should've been clearer - for one I don't manually direct the ships, I hate micromanaging and it just feels cheap when it comes to things like "parthian shot".. I simply set all my missile ships to "maximum weapons range" strategy and watch. Also I'm not talking about small frigates vs. slow and heavily armored capital ships, I mean ships of equal size, equal weapon mounts.. my regular Nuclear Missile frigates vs. your regular DUC autocannon frigates, or my Nuclear Missile cruisers with the seeker mount vs. your DUC cruisers with heavy mount, or just DUC autocannons, or point-def, or any mix of the above. You don't need a speed advantage, just equal speed, and as long as the weapon mounts are equal the seeker will have enough extra range to do "parthian" with simply "maximum weapons range" setting, no player micromanaging (of course these are lvl 5 Nukes vs lvl 5 DUCs, you need that 200 base range). It doesn't seem to make much of a difference if they use APB's or meson blasters or whatever, the missiles still get through. If your missile ships have equal size, weapon mount, and speed to the direct-fire ships, they should easily decimate the direct fire ones.

I find this actually works even better in large fleet battles, the direct-fire ships tend to be too spread out to take full advantage of their point defense/autocannons helping each other; example in a 10v10 fight, all 10 missile ships fire on the first direct-fire ship, depending on formation that ship might have 2-3 other direct-fire ships close enough to help shoot down missiles.. so I have 10 ships worth of missiles hitting your 3-4 ships worth of PD, your first ship will be annihilated in one salvo.. and thus the missile ships go through the direct-fire ships one by one while running away. With equal ship size, equal mounts, equal numbers, equal speed, missiles dominate direct-fire.

Edit: I really do want to see direct-fire on par with missiles, I miss my old SE:IV APB battlecruisers. I'm just trying to point out that practically, direct-fire ain't cutting it in ship-vs-ship combat as is.

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Re: Longer Battles?

Soumis par Fallen Haven le Jeu, 2007-03-15 15:44

Revery wrote:
Edit: I really do want to see direct-fire on par with missiles, I miss my old SE:IV APB battlecruisers. I'm just trying to point out that practically, direct-fire ain't cutting it in ship-vs-ship combat as is.

I guess i have some re-balancing to do. At some point defenses were too good at shooting down missiles so i purposedly made direct fire weapon miss a bit more. But there is bugs in 1.25 that can make them almost always hit or miss depending of the nebulas in system. But despite this, you are right, a fleeing fleet take a lot less damage than the one chasing it, especially when it's a parthian shot issue. Due to the game mechanics, projectiles (bullets or seekers) stop after they reach max range, but it's calculated from the position the ship was when firing and don't take into account it's movement, so the fleeing one is always advantaged.

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Re: Longer Battles?

Soumis par herr_phil le Jeu, 2007-03-15 20:15

I was reading through and then something dawned on me: Reload times. A battleship rarely can get out more than a round per minute of the main guns, but the smaller guns can fire pretty quickly. Think about that for a minute when designing a mod to lengthen things out.

"Light travels faster than sound, that's why people seem bright until you hear them."

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Re: Longer Battles?

Soumis par Psieye le Ven, 2007-03-16 06:45

Revery wrote:
I find this actually works even better in large fleet battles, the direct-fire ships tend to be too spread out to take full advantage of their point defense/autocannons helping each other; example in a 10v10 fight, all 10 missile ships fire on the first direct-fire ship, depending on formation that ship might have 2-3 other direct-fire ships close enough to help shoot down missiles.. so I have 10 ships worth of missiles hitting your 3-4 ships worth of PD, your first ship will be annihilated in one salvo.. and thus the missile ships go through the direct-fire ships one by one while running away. With equal ship size, equal mounts, equal numbers, equal speed, missiles dominate direct-fire.
2 points:

1) what combat speed are you watching the strategic battle at? It's a known bug that speeding up the combat clock will result in more seekers getting through.

2) That's a fault of not fixing the Formations_TaskForces.txt

Increasingly I'm getting rather annoyed with people who can only think about "how to make the best ship" and plain disregard "how to arrange the ships in the best formation/tactics". At the very least, go to Formations_TaskForces.txt and change the 'square size' from 20x20 to 8x8. Myself, I've gone one step further and defined my own formations which are even tighter.

My fleets have side-by-side ships practically having their hulls touch each other. Their PD is made up of instantaneous Beam-style types and long-range/rapid fire types. Provided the numbers and designs are fair, at worst I can simply wait out the "Parthian shot" tactic until you run out of ammo - I'd have cut off your retreat paths before engaging of course. Once the next public patch fixes Overkill issues with point defence, I cannot imagine any half-hearted Parthian shot to work on me unconditionally. Especially considering it's standard for me to have "meat shield" ships of max defence and token weapons to take up positions a tiny fraction ahead of the "real threat" ships, thereby having any missiles that do somehow make it through to hit insignificant targets.

---

Regarding the original topic... do remember that this game has 'critical hits' built into the engine. You can define more than 1 type of Crit.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Longer Battles?

Soumis par Fallen Haven le Ven, 2007-03-16 12:26

Psieye wrote:

2) That's a fault of not fixing the Formations_TaskForces.txt

Increasingly I'm getting rather annoyed with people who can only think about "how to make the best ship" and plain disregard "how to arrange the ships in the best formation/tactics". At the very least, go to Formations_TaskForces.txt and change the 'square size' from 20x20 to 8x8. Myself, I've gone one step further and defined my own formations which are even tighter.

I know i should have done it before, but i made the fix in my mod now. Next version will have tighter task forces formations.

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Re: Longer Battles?

Soumis par scifier le Ven, 2007-03-16 14:54

Not sure if anyone knows, but:

What is the function of the Tonnage Structure Formula in the VehicleSize Text File? I tried playing around with it and really cannot see that it does anything. I built a Dreadnought with just enough components to take off all of the warning messages and create it (plus one weapon). The Structure Tonnage of the components added up to about 1,400 KT. Went into the Space Simulator and the ship had the same Structure Tonnage as the components. Got out of the game and edited the Structure Tonnage Formula for a Dreadnought, doubling the initial figure from 2,100 to 4,200 KT. Started up the game, went to the build screen, and my Dreadnought still only had 1,400 KT Structure Tonnage, the same as before and equal to the Structure of the components. Did the same thing again after cutting Structure Tonnage in the VehicleSize file to zero. Still 1,400 KT. So it appears to me that the Structure Tonnage Formula does nothing, unless there is some hidden meaning that I haven't caught yet. Anyone have any idea?

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Re: Longer Battles?

Soumis par Ardius le Ven, 2007-03-16 20:25

Kato wrote:
Ardius wrote:
Kato wrote:
A starship driven by space-warping drives powered by melding matter with anti-matter, but armed with projectile weapons is an oxymoron. It would be analogous to WWII destroyers being armed with catapults flinging burning oil with pointed rams on their bows and shearing blades on their sides.

My point about projectile weapons being irrelevant on a starship was not a criticism of how little or how much damage they could inflict. Rather, I see projectile weapons missing their target more often than not. Think about it, in the scale of outer space, you have one moving dust speck trying to hit another moving dust speck with a fixed speed dust speck in another room away. The odds of scoring a direct hit are . . . well, astronomical. Smiling Up close, yes, more likely to score a hit and more practical.

The only practical weapons on a starship are guided missiles and energy weapons (near-instantaneous hit).

With the technology of space traven comes the technology of greater targeting systems. A Projectile weapon has just as much of a chance of hitting something as a beam weapon. All they needed to do is lock on to the signiture, look at where it is going, judge how fast it is going, and fire. With the high tech systems, that would be a sench.

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Re: Longer Battles?

Soumis par evilginger le Ven, 2007-03-16 20:37

Hardly Cinch but not impossible especially if the weapons involved used area saturation techniques and very rapid fire weapons to assist an intercept. However as SEV is apart from the 21st century Mod very much science fantasy invoking reality is generally not wise.

I suspect reality would be much more boring and prosaic and rely on automated target acquisition and fire control systems who would engage without much human intervention beyond the setting of the parameters of an acceptable targeting solution. The nature of the weapons systems would be largely irrelevant compared with the mechanics of bringing fire to dear on target

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Re: Longer Battles?

Soumis par Kato le Sam, 2007-03-17 08:53

I agree, evilginger. "Real" space wars would be pretty boring compared to "Star Wars" type combat (eg sound in space, the ability to destroy a planet, the FORCE, etc). This is all a game and it's for our enjoyment alone . . . so, enjoy it! Smiling

"Do not be too proud of this technological terror you've constructed." - DVader

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Re: Longer Battles?

Soumis par Wyatt le Sam, 2007-03-17 09:54

we have the ability to destroy a planet now. and i dont mean destroy as in mearly killing everything alive but destroy as in causing the planet to crack up into chunks. not to mention the possability of the CERN creating black holes that potentialy could simply crush the planet to less than a pin head.

your right about the targeting being atleast as importiant as the weapon used though evilginger. we have now reached an extream with nuclear weapons, meaning we dare not use them on the planet (for the most part) because they are so powerful. remove that restriction in space, since space cant be destroyed like a planet can and there you have it, all the bang for the buck you could want then the only real question becomes how do you get that bang on time and on target.

there is also the idea that if you can develope a FTL drive, what ever means of generating the huge ammount of energy you would need would naturaly lend itself to being used in a weapon form (IE Anti-mater drives/weapons).

anyhow i for one dont agree with the idea that beam weapons are the 'ultimate' weapon of choice. rail guns or the like will eventualy be able to shoot a projectile at something approaching light speed and in that case they will pack a far larger punch than any beam weapon ever can, since projectiles would have both more mass, and less 'scatter' at range than any beam ever could. a 10 lbs projectile traveling at .99C has more mass than the moon traviling at 100,000 MPR.

take a moment to think about that. thats another thing thats allways left out of fantacy sci-fie. guns are too dull to make good movies with especialy if they are shown accurate.

evilginger since ive seen referance to Kzin a few times in reguards to your name i can only assume you have read the man kzin wars by niven and co, recall in the second book of man kzin wars when the UN launched an attack on alpha-cent and used 500 lbs 'bombs' to destroy half the system (simple 500lbs steel orbs 'shot' at close to light speed), and talked about possably using the ram-scoop drive to cause the sun to nova due to its mass? thats not far off the mark of what im talking about. and whats more its accurate science at that.

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Re: Longer Battles?

Soumis par scifier le Sam, 2007-03-17 14:28

I am a big fan of Larry Niven and if I remember right, using his physics of hyperspace, a near light speed projectile attack would go something like this. The ship carrying the projectile accelerates in normal space, maybe going in and out of hyperspace, maybe going in a straight line, until it's up to an appreciable fraction of light speed. This might take weeks to months. Then it enters hyperspace (in Niven's Universe momentum in real space is preserved in hyperspace, so an object entering hyperspace at .9 c come out of hyperspace at .9 c.) The ship comes out of hyperspace aimed at the planet and releases the projectile, which now speeds along the path the ship was pointed to. The ship enters hyperspace, goes somewhere else, and spends weeks to months decelerating.

It's not quite that easy to push a projectile up to near light speed in real space. The object would have the velocity of the vessel firing it plus the velocity added by accelerating it out of the vessel's mag accelerator tube (or whatever they use). Unless the vessel is either traveling at near the speed of light or has a very long (hundreds to thousands of miles) tube the object is going to be limited in its terminal velocity. And following the laws of Newton, the ship will accelerate in the opposite direction with equal force, dependig of course on the mass of the ship, which could have consequences for the crew depending on the speed of the projectile, the mass of the ship, and whether or not they have some way of defeating inertia. I worked around this in a manuscript where the ship's computers reved up the engines while firing the projectile to compensate for some of the recoil.

The big problemn with projectiles comes with trying to hit objects which move at will over large distances. Planets have predictable movements, but spaceships don't have to. And if they see your projectile coming they can do a couple of things. Fire something at it or move out of the way. Even if the object is traveling at .9 lights speed, unless it's really well stealth or really close the ship will be able to move out of the way, unless the object has some kind of terminal guidance near the end of flight. But close up a projectile weapon could be deadly, since it will impart the same amount of energy to its target from a kilometer away as from a billion kilometers range.

In Niven lasers were very effecti