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Weapons
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Ravana
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 Post Posted: Tue Aug 31, 2004 6:37 am    Post subject:
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Sim-Mania wrote:
Your right, it does seem as though to provide any kind of appropriate defense, we will be somewhat obliged to incorporate all ship designs including fighter carrier escorts.


I suppose that isn't a bad thing. Combined arms and all that. More importantly, will fighters and carriers be ship-killers? It seems so often that they are not, which is a real shame.

As for the primary weapons... Maybe it'll be like Freespace, or somesuch. Get too close to another capital-class ship, and watch the beam cannons fly!

EDIT: I suppose I'm thinking that maybe the defense rating has some measure on how close fighters could get to your captial ship. That would explain the absence of flak turrets and the like.
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Zaimat
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 Post Posted: Tue Aug 31, 2004 11:49 pm    Post subject:
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Ravana wrote:
For one reason or another, I can now view the ships in the archive on the computer I'm using, and I must say they are well worth the wait!


The new versions are compiled for flash6. Since there was no difference, I figured it might help you and possibly others who had trouble updating.

Quote:
However, one question I do have, Zaimat: the Terran Stellar-Class warship only has four primary and four secondary weapons. Whilst I appreciate that we may have missiles and/or bombs to factor in as well, that number does seem a trifle on the short side. How will anti-fighter duties be handled? I presume they can defend themselves against smaller vessels, even if they don't do it as efficiently as escorts. It just seems that these are big guns, and not something you would use to fry a pesky fighter.


We will keep evaluating the number of weapons and balance between cruiser/capital ships and fighters/escorts. But it's exactly as you said, the big ships are your big guns. Their primary role is to take on big targets and they do need the protection of escorts/fighters vs. a large group of hostile fighters.

You are not forced to include escorts/smaller ships when forming your taskforces and certainly they can defend themselves to a degree but you will want to in most cases since fighters play an important tactical role when going against other fleets with fighters both offensively and defensively. Still the choice is up to you.

Quote:
when war does break out between the races, you are not obligated to join the war, and that the computer races don't just declare war on you for no apparent reason.


Excellent point. And no they won't automatically declare war on you unless they were looking for an excuse to go to war anyway!
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Ravana
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 Post Posted: Fri Sep 03, 2004 4:52 am    Post subject:
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Thanks for changing it, but strangely enough Zaimat, they've gone again. I suppose access to the ship archive several days on the trot was a bit too much to ask for. Sad

So fighters will actually be useful. We may not have to build a "conventional" flotilla, but it seems it would benefit us if we do. That'll make a change from the norm in and of itself.
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RobHuntingdon
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 Post Posted: Fri Sep 03, 2004 10:37 am    Post subject:
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I'm just happy fighters will be useful against fighters. In Rebellion you had the option to use lots of fighters or lots of anti-starfighter platforms. In MOO3 there was no option, fighters just killed you.

This should be quite cool.
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Therlun
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 Post Posted: Fri Sep 03, 2004 2:59 pm    Post subject:
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i actually liked the fighter implementation in moo3.

they were strong if you had few or no weapons to handle them, but only a real threat in great numbers if you did have such weapons.

and the graphical presentation was IMO very.... atmospheric!
it was fun to watch the little swarmers circle around your ships which fired at them....
much more fun then the so called fighters in moo2. but the whole battle-system in moo2 is IMO a nightmare.

from balancing i would like a "homeworld" approach....
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RobHuntingdon
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 Post Posted: Fri Sep 03, 2004 7:27 pm    Post subject:
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Oh don't get me wrong, I liked the look. But last time I played PD was still broken. So at the time, there was no defense against fighters -- especially against the swarms that you usually would encounter... or bring...
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Robert, the Earl of Huntingdon

Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.

Adapted from Sterling, pg. 45
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Zaimat
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 Post Posted: Sun Sep 05, 2004 10:38 pm    Post subject:
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How is it balanced in Homeworld? I have not had an opportunity to play the new one.

I think there were a lot of problems with MOO2 combat. Static combat, both sides lining up, etc... Still I find the combat system itself was a lot of fun specially in the beginning and middle of the game where each side is limited in number of ships and technology. In the end it tended to lose the fun because in most cases it was a foregone conclusion.

As for fighters I think a group of fighters should be very dangerous to a lonely cruiser, unless the fighter weapons could not penetrate the cruiser armor etc. I think of a hornet's nest vs. 1 person. Sure 1 or even 10 stings may not kill you but 20-40 in one area will most likely do the job. Not to mention the cost much higher.
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RobHuntingdon
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 Post Posted: Sun Sep 05, 2004 11:44 pm    Post subject:
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Well, I'm not sure about homeworld but in SW Rebellion it's somewhat similar. You bring in a single imperial star destroyer with no escorts and try to take on 12 wings of x-wings, you will end up running for your life or you will die.

But if you brought along an ASP (anti-starfighter platform) ship or two, a second ISD and some gravity wells to prevent the rebels from running, and both ISDs are full of tie defender wings, you might take some dammage and probably will lose a fighter wing or two but the x-wings will get cremated.
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Robert, the Earl of Huntingdon

Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.

Adapted from Sterling, pg. 45
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Sim-Mania
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 Post Posted: Mon Sep 06, 2004 1:46 am    Post subject:
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While we're discussing fleets and ships, in most games you research a precession of ship classes - destoryer, corvette, cruiser, battleship e.c.t. So I was wondering in Horizon, by the later stages of the game, will our fleets consist of only Interstella class warships, fitted out as carriers, long range attck, or short range attack vessels. Becuase even though your older cruisers maybe fitted with the latest weapons (As Zamit has said, each ship will be ugraded with the latest systems each time it docks), an armada of battleships will beat an armada of cruisers any day.
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Ravana
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 Post Posted: Mon Sep 06, 2004 5:07 am    Post subject:
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Sim-Mania wrote:
While we're discussing fleets and ships, in most games you research a precession of ship classes - destoryer, corvette, cruiser, battleship e.c.t. So I was wondering in Horizon, by the later stages of the game...an armada of battleships will beat an armada of cruisers any day.


Good point Sim. I'm rather hoping that Horizon adopts an SFB/F&E approach, in that a fleet cannot have more than one command ship which is usually the largest. That would limit the amount of overbalancing you see in later stages of other games.
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RobHuntingdon
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 Post Posted: Mon Sep 06, 2004 10:57 am    Post subject:
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Well, unless I'm grossly misinterpreting what was said so far, it sounds like you will need those smaller ships for their support roles even when you have the larger capital ships... or at least some of them. A class similar to a miniature battleship might not be important in late game because you have better, 'real' battleships now, but the destroyers and cruisers will remain important to screen/guard your really important ships from the enemy.
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Robert, the Earl of Huntingdon

Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.

Adapted from Sterling, pg. 45
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Sim-Mania
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 Post Posted: Tue Sep 07, 2004 3:51 am    Post subject:
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Quote:

the destroyers and cruisers will remain important to screen/guard your really important ships from the enemy.


How do you mean - to protect your carriers, or to protect your batleships from perhaps their only true weakness - swarm of figters.
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Ravana
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 Post Posted: Tue Sep 07, 2004 5:19 am    Post subject:
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Sim-Mania wrote:
Quote:

the destroyers and cruisers will remain important to screen/guard your really important ships from the enemy.


How do you mean - to protect your carriers, or to protect your batleships from perhaps their only true weakness - swarm of figters.


More than likely. Although we will have lab ships, carriers, transports etc, that need protection in the fleet as well. We might also have traders and mining modules or the like to protect outside a stand up fight in our day to day imperial activities.
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Sim-Mania
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 Post Posted: Tue Sep 07, 2004 5:53 am    Post subject:
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Lab Ships, Somehow I have missed that discussion, could you elaborate on what role lab ships play in Horizon.
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Ravana
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 Post Posted: Wed Sep 08, 2004 4:49 am    Post subject:
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It's an old SFB term for what is essentially a survey or scout ship. The actual unit inside the ship is called a lab. Primarily, they were intended for exploration, but in a pinch, they could be used for fleet engagements, and often were.

I think this was first mentioned under a ship's modules reply somewhere...
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Zaimat
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 Post Posted: Fri Sep 10, 2004 12:48 am    Post subject:
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Sim-Mania wrote:
While we're discussing fleets and ships, in most games you research a precession of ship classes - destoryer, corvette, cruiser, battleship e.c.t. So I was wondering in Horizon, by the later stages of the game, will our fleets consist of only Interstella class warships, fitted out as carriers, long range attck, or short range attack vessels. Becuase even though your older cruisers maybe fitted with the latest weapons (As Zamit has said, each ship will be ugraded with the latest systems each time it docks), an armada of battleships will beat an armada of cruisers any day.


In Horizon we haven't tied ship classes to research. As long as you have the industrial capacity/shipyards/economy you can build any size ship. It may not fly but you can build it Razz This allows races or the player who doesn't focus so much on research to still be able to build a 'real' fleet. At the same time a heavily researching race may have a lot of high-tech goodies but without the industrial capacity to produce many.

This also works with our goal to take the focus a little off research so the game is more balanced in all stages and players don't start with the tech rush strategy.

Basically when you build new class ships, you will still use your old surviving ships. Perhaps relegating them to less dangerous missions in some cases, but not always as they will have more experienced crew as well. And the difference won't be so huge since they will still have the latest weapons and components upgrades, they just won't have the totally new techs. These new techs don't replace the other stuff (although in some I suppose you could), they just give you more options in most cases. Phasing out old designs will be a long-term process.

Yes we have survey ships (ships w/survey instruments) in Horizon. They are primarily for exploration.
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Sim-Mania
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 Post Posted: Fri Sep 10, 2004 4:26 am    Post subject:
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Zamite Wrote:
Quote:

In Horizon we haven't tied ship classes to research. As long as you have the industrial capacity/shipyards/economy you can build any size ship. It may not fly but you can build it This allows races or the player who doesn't focus so much on research to still be able to build a 'real' fleet. At the same time a heavily researching race may have a lot of high-tech goodies but without the industrial capacity to produce many.


I like the sound of that! It means the player has to put some real thought into how he/she is going to manage their empire. The player must contemplate which is the better tatic for success - indsutry or research?
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