Petition to fix the Sim

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Topic review
   

Expand view Topic review: Petition to fix the Sim

by Edge_28 » Wed Jun 02, 2004 5:47 pm

theres 'interested' and then theres 'listens while counting bumps on the wall'

For me, I just like talking about shit. She can fake paying attention all she wants...beats talking to myself...

Besides i do it right back to her....when she talks to me about one of her hobbies....now, what were they again????

:D


The joys of living with your girl....weeeeeeeeeee
Edge

by Turgidson » Wed Jun 02, 2004 5:09 pm

yep had that exact convo with my girlfriend a few days ago.
Your g/f is interested in the game ? Wow ! Congrats pal, you're a lucky one.

by Edge_28 » Tue Jun 01, 2004 6:39 pm

Originally posted by Turgidson:
The funny part is... we've recreated the obsolescence of the battleships, the same way it occured after WWII. ;)
yep had that exact convo with my girlfriend a few days ago. lol, kinda said it up above i tink too. ships of the line are there to show the flag allow power to be projected.....and serve as heavy artillery plats.....mine anyway.....since i spent too much time naming the things to have them get killed....kidding. Now, if i could lay my hands on a ssd or two. I might be more willing to commit em to fights. Bulwarks will have to do i suppose. poo

Edge

by Big Hed » Tue Jun 01, 2004 5:28 pm

Well I'd harldy consider an SSD or SOV THAT useless [img]tongue.gif[/img] . They could still function as fighter repair or(as has already been mentioned) fire support platforms (thinking in temrs of battleships and carriers here ;) ).

by Turgidson » Tue Jun 01, 2004 10:23 am

The funny part is... we've recreated the obsolescence of the battleships, the same way it occured after WWII. ;)

by nickersonm » Tue Jun 01, 2004 12:28 am

Yes, we were to start closer together, but I was too lazy to change the map. Sorry Swor. However, I could have simply run the MC90 backwards until we were at what the actual battle did start at, and had the exact same situation.

Gravwells are still very usefull. I think you're forgetting their main feature: interdicting fleets. That is very usefull. Also, it prevents enemies from jumping out, so if they have a slower (or just slightly faster) ship, you'll be able to kill it.

Superships are still usefull as weapons to make the enemy run. They can also help in large fleet engagements between more equal forces, where the enemy decides to fight (or do as much damage as possible). But, you have to admit, it's absolutely stupid for an enemy to engage a lone supership when they have nothing that can kill it. The supership will escape with full health (due to HW limitations), and the enemy will be destroyed. Whereas if they retreat and return later, there may be something they can destroy.

- nickersonm

by Darth1o9 » Mon May 31, 2004 5:15 pm

this rule will be alot better with the HW2 mod, owever i dont think that we will see many heavies above the alligence in size for a very long time

by Turgidson » Mon May 31, 2004 4:34 pm

Yeah, I know that this "cross the map" rule is quite artificial, and can only be imaginated when you have a planet in your back (= you're the defender in a battle in orbit).

Also note that during most wars, "giant" fleet engagements have always been rare, and only occured :
- either when the smallest fleet HAD to fight, whether because of no way of escape, or of given orders, or of a combination of these elements (like : that harbour is not allowed to be captured, fight or die)
- or when both fleets thought they'd have a chance winning the engagement, and thus were willing to battle

In other cases, the outnumbered fleet would try to escape.


And, yes, biggies are still useful when you try to "hold" a position (especially if the balancing gives these biggies a better value/price ratio).

by Edge_28 » Mon May 31, 2004 4:08 pm

Originally posted by Turgidson:


Slight note on "why to cross the map and not go reverse" : you might imagine that "something in your back" (example : planet) prevents you from hypering from behind. The idea works if you have an "attacker" and a "defender", the later being the one in the lower orbit.

i do imagine that.....but only cuz it makes it easier for us to rationalize lil ships coming in range at all. Think same scenario in deep space.....what? are they worried about all that emptiness behind them? lol The ships have to cross the map because it would be wholely unfair to the attacker if he never got a shot at em.

I wouldnt consider heavy ships to be useless. Massive fleet of lil ships may be much more mobile, but you wont take and hold a thing with them. For tht you need heavies. Least in a regular player war environ. Even in the days of sail, a commander fled in the face of greater firepower. It was only with the advent of air power much later that engagement terms could be changed.

Edge

[ 31. May 2004, 04:11 PM: Message edited by: Edge_28 ]

by Turgidson » Mon May 31, 2004 2:48 pm

As other people have written, a fleet that has the advantage of speed will never run straight towards a much slower supership. So, that's why that rule was put (and actually, I remember I was one of the peeps behind it) - but what I wrote was a setting with fleets that would start quite closer than what exists by default from the app.

Slight note on "why to cross the map and not go reverse" : you might imagine that "something in your back" (example : planet) prevents you from hypering from behind. The idea works if you have an "attacker" and a "defender", the later being the one in the lower orbit.

Note that in terms of fighters, Imps still have extremely good ones : TAs, TDs, and MISLs are all much faster than their Rep counterparts.


I guess that the HW2 mod will make battles easier, as you should be able to set long INT ranges, start the battle inside the INT bubble, and "just have to escape the bubble" to get out, in a more realistic fashion. ;)

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