Wing Commander II (non default configs)

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Cherek
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Post#76 » Mon Aug 07, 2006 11:11 am

Tech note, change "well" to "will". :wink:
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B A N E
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Post#77 » Mon Aug 07, 2006 11:15 am

DF,

That is why I hope we can get a good working fhconfig.
Fhost really changes things.

I like the potential of what I see.
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Post#78 » Mon Aug 07, 2006 12:37 pm

Are the fighter skills by race going to stay the same?
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Post#79 » Mon Aug 07, 2006 12:54 pm

Another thought about configuration. Why should carrier races have the same hit ratio (100%) of hitting a target with a CM as a torp race? Most of the torp races take a big hit on fighter skill.

I can't figure out why the Feds, Lizards, Klingons and Privateer are at 100% or better. I can kind of rationalize why the Fed and Klingons are at 100% fighter skill.
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Default Fighter and Torp configs:

Post#80 » Mon Aug 07, 2006 1:02 pm

Fighter skills:
Federation: 100
Lizards: 110
Birdmen: 95
Fascists: 100
Privateers: 100
Cyborg: 60
Crystal: 90
Empire: 105
Robots: 125
Rebels: 130
Colonies: 150


CM Hit Ratios
Federation: 100
Lizard: 100
Birdmen: 100
Fascists: 100
Privateer: 100
Borg: 100
Crystal: 100
Empire: 100
Robots: 100
Rebels: 100
Colonies: 100


Recall that Birds are tentatively set now to 75%

IMO, the fighter ratios make the already strong CV races stronger.
But without some serious testing, all we've got is opinion.

Perhaps the thing to do would be weaken the CV Races CM abilities
relative to their strength in fighter ratings?

(as example)

CM Hit Ratios
Federation: 100
Lizard: 100
Birdmen: 75
Fascists: 100
Privateer: 100
Borg: 100
Crystal: 100
Empire: 95
Robots: 80
Rebels: 70
Colonies: 67
Last edited by B A N E on Mon Aug 07, 2006 1:06 pm, edited 2 times in total.
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Post#81 » Mon Aug 07, 2006 1:04 pm

Just in case someone is interested, from WC.

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Post#82 » Mon Aug 07, 2006 2:34 pm

Rimstalker wrote:you are not getting my point. Coming up with the five free fighters displays that pretty much. The empire just has no chance at all to transport enough fighters. And actually engaging your enemy with Gorbies is pretty much the worst you can do.
Sorry, been out of town over the weekend and just catch up on this thread and saw your response...

I have to ask, where did this idea from? What do you mean "engaging your enemies with a Gorbie is the worst thing you can do.". I don't see your logic here at all?
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Post#83 » Mon Aug 07, 2006 2:38 pm

Commodore Cherek, IRJTN wrote:
Desert-Fox wrote:... It's rough but hell, that's why we play, for the fun and challenge of it all...at least I do.

DF
Well said DF. That is why I've been playing all these years.

I hate to point out the obvious, but with FHost, you have to re-adjust on how you think combat is done. In WC I, the Lizards did very well against the Rebels.
In addition, don't just play everything FHOST style. The standard ship to ship combat still exists and you need to use it and FHOST together.
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Post#84 » Mon Aug 07, 2006 6:21 pm

gorbies cost a lot more than the other carriers and give more priority points and in big fleet battles, you will not really get a exchange rate of ships that will be in any way beneficial for you.

It is very hard to be creative with the empire shiplist.

I toyed with the idea of just using SS cruisers and SS carriers, but they are damn expensive for their size, have small fuel tanks and will suffer badly in minefields. They will also probably be blown out of the sky like mad by cruise missiles.

One of the strong points of the Empire, the SSD is almost completely taken out of the game by fhost, since moving a single ssd in orbit of a base will result in it blown away by any defending ship within 120 lys before it can dump its assault team.

Maybe I am seeing this wrong, but with the Jumpgates from Fhost, i can not imagine small campaigns or pincer movements, but only the full fleets clashing. Anything else will result in you getting slaughtered, if you have fewer ships and fighters.
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Post#85 » Mon Aug 07, 2006 6:26 pm

FYI: Fhost gives no PBPs for hull destructions.
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Post#86 » Mon Aug 07, 2006 6:32 pm

i know. Both Df and Havok were pointing out that regular combat would still be part of the game, though.
Wirklich reich ist, wer mehr | Truly rich is, who holds
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als die Realität zerstören kann.| than reality can destroy.

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B A N E
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Post#87 » Mon Aug 07, 2006 8:12 pm

Rimstalker,
So, via fhconfig what do you see as solution(s) to the EE's problems?
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Post#88 » Tue Aug 08, 2006 3:23 am

Upgrade the config program so that the death beam can be used at a configurable range.

Increase fighter skill for the empire a lot.

Change hconfig to more free fighters.
Wirklich reich ist, wer mehr | Truly rich is, who holds
Träume in seiner Seele hat, | more dreams in his soul
als die Realität zerstören kann.| than reality can destroy.

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B A N E
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Re: Default Fighter and Torp configs:

Post#89 » Tue Aug 08, 2006 11:21 am

B A N E wrote:Fighter skills:
Federation: 100
Lizards: 110
Birdmen: 95
Fascists: 100
Privateers: 100
Cyborg: 60
Crystal: 90
Empire: 105
Robots: 125
Rebels: 130
Colonies: 150


CM Hit Ratios
Federation: 100
Lizard: 100
Birdmen: 100
Fascists: 100
Privateer: 100
Borg: 100
Crystal: 100
Empire: 100
Robots: 100
Rebels: 100
Colonies: 100


Recall that Birds are tentatively set now to 75%

IMO, the fighter ratios make the already strong CV races stronger.
But without some serious testing, all we've got is opinion.

Perhaps the thing to do would be weaken the CV Races CM abilities
relative to their strength in fighter ratings?

(as example)

CM Hit Ratios
Federation: 100
Lizard: 100
Birdmen: 75
Fascists: 100
Privateer: 100
Borg: 100
Crystal: 100
Empire: 95
Robots: 80
Rebels: 70
Colonies: 67
This post may have been passed over...review and discuss?
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Post#90 » Tue Aug 08, 2006 11:45 am

Rimstalker wrote:Upgrade the config program so that the death beam can be used at a configurable range.

Increase fighter skill for the empire a lot.

Change hconfig to more free fighters.
1. Range is coded into the program. Not part of FHconfig. So unless MR makes a change to the code which he has not since about '98 it won't happen. Although I agree with Rimmy that the range is too damn close but there is nothing we can do about it, for now.

2. The Empire's fighter skill is already 105%. I'm not really in favor of that.

3. More free fighters per base per turn? Fighters cost you 15 credits + 5 supplies in FHost vs 100 credits per in the regular. Why would it need to be increased?

I'm not trying to be an ass but I think we're drifting off track. We should be looking at the problem as "WHAT DO WE NEED vs. WHAT DO WE WANT". I would hate to see everyone trying to get their favorite races turned into super races.

Mine is but one opinion....

DF
Suck it up, Cupcake!

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