Howard Mitchell
Posts: 449
Joined: 6/3/2002 From: Blighty Status: offline
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I only use area weapons for two things: 1. Lone capital ships which go on Pirate base demolition missions on their own. Quite effective, but for the size and energy used by the area weapons you could fit equally effective single target weapons. 2. Spaceports and defensive bases. The range of area weapons is such that if you build additional bases round a colony at the maximum distance they are out of area weapon range of each other if you don't build to many. The standard quartet of defensive bases built by the AI round a home world are safe from each other for example. I don't think I have ever seen any fighter affected by any area weapon, friendly or otherwise. This may be a design feature as otherwise they wouldn't last long, not being very robust compared to even the weakest ship. I'll watch closer next time. I must admit I don't find area weapons very useful as there is always a risk of fratricide. My own space ports have blown up ships they have just finished building, my own freighters and mining ships just undocking etc. when using area weapons. A friend-or-foe identification system would be a two-edged sword. There are times when you would want to damage friendly ships, and times when you wouldn't, and getting the balance right would be difficult. Imagine your spaceport not firing its collection of devastating area weapons as an invasion fleet slowed down to drop its troops off because an obsolete friendly frigate was in the way. You could always have the effect only apply to ships not in your empire, but it stretches the imagination to think of all your lowly freighters carrying an IFF system that an enemy couldn't then steal.
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While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets. General Sir William Slim
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