Fishman
Posts: 795
Joined: 4/1/2010 Status: offline
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quote:
ORIGINAL: Canute Thats why Torps need much lesser DPS or much higher Volume. Higher DPS per volume is what we've already said. So we already agree. Changing the volume doesn't matter, it's all a question of DPS by space. Basic balance demands that an equivalent short-range weapon be superior in DPS to the longer-ranged equivalent, or else there is no purpose in it existing. The easy solution is to double the refire rate on lazors. Increasing their damage per shot would completely wreck armor, which is weak enough as it is. quote:
ORIGINAL: Litjan There will always be ships that outrange the other one and are able to maintain that outranging distance. This will effectively prevent the one side from firing back. Damn straight. People arguing in favor of "hardpoints" that make it so you can only mount so much engine power are first, attempting to destroy what makes DW interesting at all, and second, don't realize that doing this will simply make all ships the SAME speed so you can NEVER be outrun. Once you have confidently achieved max speed, you can be completely certain that no one will catch you. quote:
ORIGINAL: Litjan So what is the result? Either the outranged party flees. Or the outranged party maneuvers in such a way that it can get within range (flanking with unengaged ships, etc.). If you're outranged AND outrun, the moment you get engaged, you're dead. You can't run, because your attacker is faster than you and can therefore follow along after you continuing to pump shots at you UNTIL YOU DIE. You can't outmaneuver, because space has no terrain to hide behind or pin your opponent against. If you are caught in this position, YOU ARE COMPLETELY AND UTTERLY SCREWED. Make sure this never happens! quote:
ORIGINAL: Litjan From a gameplay perspective this can be no fun - most onesided battles are no fun, not even for the winner. This is fine for real war (it´s not supposed to be fun), but not for a game. What is the solution? The solution is "don't design ships that are susceptible to this trap". This exists in basically every game. If you can build a ship that is as fast as your opponent, and outranges him, you cannot lose because you engage and fight at your convenience and your opponent can never catch you. Just nerfing the longrangeweapons can´t be it, otherwise let´s just restrict ourselves to one single weapon to keep it "fair" (sarcasm). quote:
ORIGINAL: Litjan Maybe one side can bring in reinforcements? More meat for the grinder. If the reinforcements are just as short-ranged, they will just as inevitably die or give up. quote:
ORIGINAL: Litjan Maybe one side decides to disengage after a while. Well, you can disengage with all but one sufficiently powerful opponent, but if you find yourself in this situation, you're gonna lose something. If everyone else runs, the last ship still in the fight is hunted to the death. If you all disengage and scatter, I chase one of you and kill you. If you disengage together as a unit, I chase all of you and kill you. Pick someone who's going to die. quote:
ORIGINAL: Litjan We just have to accept that actually very few "fair and even" battles will take place. In a strategy game, there is never a fair and even fight, because such fights are STUPID. A smart opponent only attacks when he already knows he has won. Seek victory, then go to war, not the other way around. quote:
ORIGINAL: Litjan Now I am all for making a game that is challenging. Teach the AI to make the best ships it can (with it´s current technology). The AI should really be much better at this than it presently is. Even if it just designs parroted knockoffs of your ships that kick its ass using the tech it has available. quote:
ORIGINAL: Litjan Teach it to maneuver smartly (dragging enemy longrange ships into range of friendlies, flank the opponent, etc.). That requires that your enemy long-range ships be stupid. No matter which approach vector you choose, if my speed is equal or greater, I can choose an exit vector that will keep me out of your range, even if I have to change my victim. quote:
ORIGINAL: Litjan Every single 4x space game has suffered from deficiencies in the tactical combat. Either is was abstracted to the point of being no fun (GalCiv2) or the AI was just plain stupid (MOO2) or didn´t work correctly (MOO3). GalCiv didn't *HAVE* tactical combat. quote:
ORIGINAL: Litjan I love epic spacebattles, but I think in 80+% of the battles the outcome is already clear before the first shot is fired. This is just a reality of warfare, boring as it may be. Of course it is. Why else would we be firing at all? Picking a fight when you aren't certain that you can win it is idiocy.
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