Posted: Fri Feb 10, 2006 4:58 am
First off I agree there should be a bonus for small and penalty for large ships.
However your figure for difficulty is totally off.
ok a frigate has 25 space this is most likely in a 3x3x2.66 through 6.25x2x2 area obviously I can't give exact figures due to change of ship hull shape, and there highly irregular surfaces.
Now this gives a area from a distance of from 4-12 units in size of which you can hit depending on ship facing with an average of about 9 though if the ship is far longer than wide it would give nearer the 4.
now a doomstar has 1200 space this is always a round ship with a diameter of about 15 this gives an area at a distance of 173 units in size which you can hit.
In reply to stepnrazor. Yes small ships are cheap. unfortunately they use an enourmous amount of command points compared to combat value. and they are so quick to build you could at some late game stages build 10-50 on one planet in one turn except production maxes limit you to a single one anyway, and 1 frigate or destroyer will never be worth sacrificing a battleship or titan build for.
This would make it only a maximum of 43 times as hard to hit a ff, and an average of 19 times as hard.
in addition to this with a moving target which the ships aren't very often in the game (Most people are either running straight towards, or straight away or stationary) this all gets scewed. Personally as movement occurs so little in combat I think the ship movement speeds affecting defense is rather pathetic. I think orion3 may have even done this particular aspect better. as if I remember right (its been like 5 years since i played it) they had your defense go up based on how far you moved a ship in the last turn.
now to make it even harder to give percentages we come to another issue. lets say one person has 130 beam attack and the other 200 beam defense. then we add 30 beam defense. This just made it from a near 70% chance of hitting to a near 0% chance to hit (there is a minimum% hit) on the other hand if you had 130% attack vs 100%defense you still have a very good chance to hit. The problem with the way beam defense is done is it mixes a lot of unrelated factors together. Whereas seperate checks to hit vs different defense modes makes more sense.
I think that based on the way the game is done though some bonus would be good and might actually make a smaller ship fleet usable even late game. which would be a nice change.
However your figure for difficulty is totally off.
ok a frigate has 25 space this is most likely in a 3x3x2.66 through 6.25x2x2 area obviously I can't give exact figures due to change of ship hull shape, and there highly irregular surfaces.
Now this gives a area from a distance of from 4-12 units in size of which you can hit depending on ship facing with an average of about 9 though if the ship is far longer than wide it would give nearer the 4.
now a doomstar has 1200 space this is always a round ship with a diameter of about 15 this gives an area at a distance of 173 units in size which you can hit.
In reply to stepnrazor. Yes small ships are cheap. unfortunately they use an enourmous amount of command points compared to combat value. and they are so quick to build you could at some late game stages build 10-50 on one planet in one turn except production maxes limit you to a single one anyway, and 1 frigate or destroyer will never be worth sacrificing a battleship or titan build for.
This would make it only a maximum of 43 times as hard to hit a ff, and an average of 19 times as hard.
in addition to this with a moving target which the ships aren't very often in the game (Most people are either running straight towards, or straight away or stationary) this all gets scewed. Personally as movement occurs so little in combat I think the ship movement speeds affecting defense is rather pathetic. I think orion3 may have even done this particular aspect better. as if I remember right (its been like 5 years since i played it) they had your defense go up based on how far you moved a ship in the last turn.
now to make it even harder to give percentages we come to another issue. lets say one person has 130 beam attack and the other 200 beam defense. then we add 30 beam defense. This just made it from a near 70% chance of hitting to a near 0% chance to hit (there is a minimum% hit) on the other hand if you had 130% attack vs 100%defense you still have a very good chance to hit. The problem with the way beam defense is done is it mixes a lot of unrelated factors together. Whereas seperate checks to hit vs different defense modes makes more sense.
I think that based on the way the game is done though some bonus would be good and might actually make a smaller ship fleet usable even late game. which would be a nice change.