If you want to know what space combat would most likely be like, go to the atomic rocket page.KRM398 wrote:OK, I'll admit I haven't served on a carrier or battleship or any other modern ship of war, but some who read this do, or they research them well. What would a battleship do in a battle at sea? How fast are they or how close to the enemy will they get? I really doubt they can out maneuver as lot of weapons today, and we are talking about 1,000 years into the future, and yes, space is for the most part, weightless, but mass and engine power are still needed to maneuver there, the bigger the mass, the slower they maneuver, unless their maneuvering engines are equal to their drives, which would be highly unlikely.
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The point i made about realsm wasnt directly related to the laws of physics etc. my point was, what is the point in having capital ships when they can be taken out with a fighter. thats what some people are asking for, the ability to take out an m2 with there m3 and not have to worry about long range weaponry.
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I hope the do away with the "M" stuff. It was needlessly restricting. Without it you can have a smorgasbord of ships that do all sorts without any artificial ship class clogging up the choices. Same with the Jumpgates. It seemed to me a silly and pointless way to have an upper limit on a ships size as well as shape.
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I'd like something like this, that doesn't affect visuals at all but instead reduces the range the ship can be seen on your scanner at.mr.WHO wrote:Additional stuff that wasn't possible/working in TC, like this would be nice:
- Cloaking field
God, please. I really want a better way of controlling fleet combat.- better wings system (TC one has r******* AI and require waaay too much click & scroll - I really hope for RTS like command interface)
Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
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Just some simple chance to hit would be nice, like:Wintersdark wrote:Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
PPC hit Fighter with 1%chance,
Fighter hit Capship with 95% chance,
Flak hit Fighter with 50% chance,
etc.
(The numbers are only for an example)
Of course doing a chance for every type of ship and every type of weapon could be troublesome, but in some limited way it should be implemented.
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Capitals have light / medium mounts for anti-fighter weaponry. =p and having the capital ship save its heavy weapons for actual heavy targets is a much better solution than what we got now.Wintersdark wrote:Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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Capitals have light / medium mounts for anti-fighter weaponry. =p and having the capital ship save its heavy weapons for actual heavy targets is a much better solution than what we got now.Wintersdark wrote:Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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No doubt at all. The current system certainly isn't very good(OOS combat is pretty much terrible), I was just pointing out that it's a lot more complicated than people make it seem, and simple solutions are never as simple as they appearCatra wrote:
Capitals have light / medium mounts for anti-fighter weaponry. =p and having the capital ship save its heavy weapons for actual heavy targets is a much better solution than what we got now.

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You mean like the US has currently with Fs for Fighters and Bs for Bombers?Greyhawk1 wrote:I hope the do away with the "M" stuff. It was needlessly restricting. Without it you can have a smorgasbord of ships that do all sorts without any artificial ship class clogging up the choices.

If not an M then what would you replace it with. Unless you just use their class or some other designation.
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A much, much easier way to resolve this would be to have the shields not only provide a number of hit points but also reduce damage by a number of points from every shot. a damage threshold number, if you like.ldarkelfl wrote:Just some simple chance to hit would be nice, like:Wintersdark wrote:Complicated. If capship weapons do no damage to fighters OOS, then fighters automatically destroy capships. That's just silly, really. Bombers should be a threat, but not fighters. Fighters escort the bombers, protect them from enemy fighters.- better OOS with working OWP and separation of Capship weapons from other weapons - like PPC doing no dammage to fighters in OOS
PPC hit Fighter with 1%chance,
Fighter hit Capship with 95% chance,
Flak hit Fighter with 50% chance,
etc.
(The numbers are only for an example)
Of course doing a chance for every type of ship and every type of weapon could be troublesome, but in some limited way it should be implemented.
A large ship with several multi-gig shields would simply shrug off the damage from light fighter weapons, but the damage reduction would be insignificant to capital class weaponry such as PPCs. This would render capitals virtually immune to fighter guns, but leave it vulnerable to missiles, capital ship cannons and cunningly placed mines. This way you could hurl a storm of M5s and M4s at a cap ship doing nothing unless you pack them up with rockets (or bang into the cap ship...) but the capship would still be equally screwed if you bring in your M8.
There's loads of games out there with a mechanic like this, I'm sure you can find an example of it in the wikia pages for Fallout or Master of Orion 2 if you need an example.
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We don't just watch space on our monitors and listen to the sounds in it:
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I think what Ego has always done is this: the total amount of weapons energy that is thrown against the shields equals the amount the shields drop. So, m5's have almost no damage to cap ship shields, unless there's a dozen or more, then the total amount of weapons energy is used to calculate the amount the shields drop. It's a common sense way of doing things. If fighter weapons,. no matter how powerful had NO effect, no matter how many you threw against it, then carriers would have no use at at.
I admit that it takes an empire builder with a lot of cash to wage a war with fighters, with each costing 500k or more, so even now, destroying a cap ship...say an M1..with fighters is very,very expensive. I believe using Egos way of thinking works, since it gives fighters some credit, but a single M3 or even an M3+ should NEVER be able to kill an M1..I also dont believe that carriers are given the right shields, they might have fighters and long range abilities because of them, but their shields should be calculated because of their size and power, not what they carry. Battleships have just as much firepower as carriers, just need to be closer to use it..so having a wing of M3+ attacking a carrier, very well might kill it, while doing little to a battleship, an unfair advantage.
I admit that it takes an empire builder with a lot of cash to wage a war with fighters, with each costing 500k or more, so even now, destroying a cap ship...say an M1..with fighters is very,very expensive. I believe using Egos way of thinking works, since it gives fighters some credit, but a single M3 or even an M3+ should NEVER be able to kill an M1..I also dont believe that carriers are given the right shields, they might have fighters and long range abilities because of them, but their shields should be calculated because of their size and power, not what they carry. Battleships have just as much firepower as carriers, just need to be closer to use it..so having a wing of M3+ attacking a carrier, very well might kill it, while doing little to a battleship, an unfair advantage.

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Not so. The fighters should have no real chance against a capital ship, at all. However, bombers should(and do!). The idea, then, is that carriers pack the fighters, which protect your bombers from enemy fighters.KRM398 wrote:I think what Ego has always done is this: the total amount of weapons energy that is thrown against the shields equals the amount the shields drop. So, m5's have almost no damage to cap ship shields, unless there's a dozen or more, then the total amount of weapons energy is used to calculate the amount the shields drop. It's a common sense way of doing things. If fighter weapons,. no matter how powerful had NO effect, no matter how many you threw against it, then carriers would have no use at at.
Mind you, I think carriers should be able to carry bombers too - where the SRM M3 bombers come in very handy.
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yes I like interactive games. So, NPC dialog instead of drop down boxes is great, and someone to banter with, so a co pilot...that and my favorite peeve from way back...subsystems targeting....and I'll be a happy man since my game is seldom just 20 hours, I buy it for the sandbox. But if the copilot is as noisy and bothersome as the one in Darkstar One, I might want the option to throw her out into space..lol. 

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