Pconfig Discussions

Here you can find, hints, strategies and other info for VGA Planets, PHost and it's many addon's and utilities.

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Post#16 » Mon Mar 05, 2007 10:01 am

I'll be back later today to chat about these...
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Post#17 » Mon Mar 05, 2007 10:41 am

Commodore Cherek, IRJTN wrote:There are a few other default settings in PHost I would like to get some opinions on.

1. BeamHitFighterRange – Default is 100,000, I find this a little hard to understand since the BeamFiringRange is 20,000 to fire at a ship or planet.
Damage required to destroy a fighter is far less than what is required
to do an appreciable amount of damage to a base or planet?
Thus, 100k range could make sense.
2. BeamHitOdd – Default is 100, in another words, beam weapons always hit their target, no matter if the target is a fighter or a planet.
I don't have a problem with 100% hit on a planet.
I can see a good argument either way on this setting for ships.
3. FireOnAttckFighter – Default is NO. Do you think gunners are smart enough not to shoot at outbound fighters when there is inbound fighters coming at them?
For the defender, it makes sense to shoot at inbound fighters.
For the attacker, the argument that determining which fighter in a
combat has weapons and which doesn't might be rather difficult.
4. TorpHitOdd – Default is 65.
As a torper/cloaker, I like the idea of better hit odds with torps.
I'm sure ftr races would disagree.

I wish there was a variance on % to hit based upon size of target.
Planets & Bases being the largest most likely to be hit and then
the smallest ships being harder to hit.
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Post#18 » Mon Mar 05, 2007 12:16 pm

BeamHitOdd and TorpHitOdd – Realistically, I can’t see beams hitting every target every time. I was originally hoping that the odds of beams and torps hitting a target could be setup by weapon tech level, but as Stefan pointed out, the settings can be configured by race slots. He also pointed out, you can improve or reduce the hit rate of the weapons using the TorpHitBonus and BeamHitBonus depending on their tech level.

I think if the BeamHitOdd where adjusted in favor of the fighter races and TorpHitOdd where adjusted in favor of the torping races would make some sense. Using the *HitBonus would make the higher tech weapons more effective than the lower tech weapon. I think it could balance out.

FireOnAttackFighter – I lean in favor of the setting of ON. The fighters that have used up their weapons would be outbound. A targeting system that can track a fighter should be able to tell whether it is inbound out outbound.

BeamHitFighterRange – Beam weapons do you same amount of damage no matter the target or range. I guess the bad thing about this setting, there is no good setting, other than default. If you decrease the range, then attacking a starbase just got expensive.

The only possible way I see of evening out it out decrease in BeamHitFIghterRange would be to possibly doubling the BeamFiringRange to 40000 and the TorpFiring Range to 60000.

Thoughts on this?
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Post#19 » Mon Mar 05, 2007 2:12 pm

Since beams are the same across the board, I see no justification to
give the fighter races a beam advantage when they already have the
auto-hit from fighters.

IMO, torp improvements especially for the torper races makes sense.

% to hit increases due to higher tech makes some sense.

For the SFB fans, I'd like to see both a phaser-3 defensive beam
type and a phaser-G (gatling phaser) type defensive beam.

ie:
Phaser-3 doesn't do a much if any damage to hulls but kills fighters.
Phaser-G fires four phaser-3 shots...a nightmare for CV races.

Such weapons would inspire playing with the weapon config with
respect to who is being fought.

Imagine a Victorious armed with 10 phaser Gs and mk7 torps?
Would that vessel sweep fighters out of the sky faster than the
CV could launch? At a bare minimum, such a battleship would
shoot down 120-160 fighters instead of a mere 30-40 in Thost.

If such weapons were designed, then it would make sense to
play with beam hit odds.

Placement in the tech levels & slot position would help in balance.

ie:
hypothetical phaser-g is a slot 3 or slot 4, but tech 8 weapon.
(I'd have to check on the viability of such a construct)
At slot3, ph-G would do 36 or 27 sweep, expensive tech and if
priced at 4-6 times the cost of a phaser-3, then it costs a lot to buy.

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Post#20 » Mon Mar 05, 2007 3:14 pm

I see your point about there is no need to change the BeamHitBonus.

I agree, Phaser-G would be nice to have. Since we don’t have them, there is another option to look at for fighter defense, the BeamHitFighterCharge. The default is at 500. This would allow for a faster recharge rate against fighters. I wouldn't increase by too much, since we don’t want to a 8 or 10 beam ship to knock out all the fighters that a carrier or SB will throw at someone.
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Cherek

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