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Author Topic: H&R and SG battle tactics  (Read 15347 times)
Seither
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« Reply #15 on: June 12, 2006, 09:06:51 PM »

tank shells explode, there isn't an armor out there that can stop that, hence why bombs and such are so dangerous to our troops. I'm not saying destroying a tank with guns isn't possible, just not happening because the tank would destroy the infantry first.
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« Reply #16 on: June 12, 2006, 09:18:02 PM »

yeah if you were to put enoguh armor on an infantryman to stop a tank shot i doubt he would be able to move under the weight  laugh
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« Reply #17 on: June 12, 2006, 10:13:04 PM »

tank shells explode, there isn't an armor out there that can stop that,

I never said it existed, I just said it was possible.

yeah if you were to put enoguh armor on an infantryman to stop a tank shot i doubt he would be able to move under the weight  laugh

I never said it was practical.

I'm not saying destroying a tank with guns isn't possible, just not happening because the tank would destroy the infantry first.

In this game, both get off a full exchange of fire. And one burst from a thousand M16s is more then enough to take down a tank. Imagine a thousand people with guns. If you lined them up in rows and columns, each one taking up six square feet (not that big, if you think about it), they'd cover over a square mile.
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ars68
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« Reply #18 on: June 12, 2006, 10:47:52 PM »

luffy, you said small dents with only 20 M16's.  he is saying THOUSANDS of M16's.  and in this game, you are having one ship versus possibly MILLIONS of the smaller thing.  enough said right there.

oh, and btw, me starting that really had almost nothing to do with swarmers, I just sued it as the example.  most of the time it is from 2 tanks shooting at each other, where the bigger WOULD have won hands down, excepot that they only fired once, and left.  IE:
ship A 10 mil att and 10 HP
ship B 4 mil att and 20 mil hp

end of round 1:
A= 6M HP left
B= 10M HP left

end of round 2:
A= 2M HP left
B= 0 HP left (destroyed)

as you can see, how it is now, it would simply classify both as a draw, but if it were to continue even one round, ship A would win.  now if there were 2 of the ship B...

end of round 1:
A= 2M HP left
B1= 10M HP left
B2= 20M HP left

end of round 2:
A= -6M HP left (destroyed)
B1= 0 HP left (destroyed)
B2= 20M HP left

again, ending at round 1, it would STILL end it with a draw, but continuing to round 2, both sides would lose 1 ship, but overall ship B would win, instead of ship A.  however, there is further risk to the attacker as it may backfire on him as well, like if the owner of ship B were the attacker there and only sent 1, that would mean he just lost that ship for nothing, and could have had a draw not going with SG.  but it may also be:

ship A: 10M att, 10 HP
ship B: 5M att, 15M HP

end of round 1:
A= 5M HP left
B= 5M HP left

end of round 2:
A= 0M HP left (destroyed)
B= -5 HP left (destroyed)

which then means that going that extra round ended up killing BOTH fleets.  as you can see, this opens up a LOT of possibilities, but probably also the importance of, and how, balanced you make HP and attack, and defense.
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Seither
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« Reply #19 on: June 13, 2006, 01:12:36 AM »

Oh, so you're saying the this ship I have with 99% acc that has a attack power of 600B will do 600B damage? Yet I failed to destroy a ship with only 450B hp and defense combined (that's converting the 1 defense to 10hp). So obviously you don't get to use ALL your strength in an attack. And I'm not saying not to makemore rounds ars, I like that idea. I just think swarmers need their bonus changed somewhere, as there is no way a tank wouldn't destroy SOME infantry with it's damage, no matter how heavily defended they are. Maybe making defense per ship only rather then having to go through every ships defense first before you can destroy 1 will do it.
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« Reply #20 on: June 13, 2006, 02:32:24 AM »

Maybe making defense per ship only rather then having to go through every ships defense first before you can destroy 1 will do it.

That would make defense completely useless. It'd be like HP, only five times more expensive. Swarmers need at least one bridge to get past their casm of inability.
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« Reply #21 on: June 13, 2006, 03:08:01 AM »

expet that 1 defense = 10 hp! i don't exactly call that worthless. And being able to buy 10k swarmers that cost 1B TOTAL and have them able to destroy a 1T ship is fair and not completely useless to buy a supership? I've seen this done, and it's not right.
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« Reply #22 on: June 13, 2006, 10:15:14 AM »

you guys are leaving otu shields though, 80% on a tank makes a huge difference... 200bilHP = 1 trillion...
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« Reply #23 on: June 13, 2006, 02:33:46 PM »

expet that 1 defense = 10 hp!

But defense costs fifty times as much as HP! If they work exactly the same, you're loosing in a 5:1 ratio.
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« Reply #24 on: June 13, 2006, 02:45:25 PM »

swarmers = better defense, HP and attack to cost
superships = better ACC and ABS

it has always been that way.
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« Reply #25 on: June 13, 2006, 02:47:31 PM »

Ya, but he's saying what if we make defense apply to individual ships.

Oh, and things are definentaly going to become much more complicated if he ever implements AP and SP.
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« Reply #26 on: June 14, 2006, 12:01:06 AM »

Oh yea ars, superships really have an advantage there, the fact that their acc doesn't stop them from failing to destory 1 ship and the fact that their 80% absorb doesn't stop them from being destroyed, it's great. Swarmers still have too much of a bonus, something needs to be changed. At least give superships a bonus of their own then, so it is fair.
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« Reply #27 on: June 14, 2006, 11:27:08 AM »

but that is how many to how many?  several trillion swarmers to a single enemy supership?  if they don't have enough to do the damage they need to do, they can end up losing their entire fleet and doing nothing.
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« Reply #28 on: June 15, 2006, 04:35:09 PM »

Well ya figure a multi-trillion dollar ship would have a heck of a lot of point defense guns... maybe if it is supership vs swarmer they should ge ta bonus (if its possible coding-wise)
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« Reply #29 on: July 10, 2006, 07:53:50 PM »

If we're going for realism, why not have the number of weapons have a major effect on it.  If there's a hundred guys running and dodging and ducking from the tank, it's not going to wipe them all out with it's big gun.  Sure, if it's placed right it may take out 10-15, and wound or disable a couple, but firing a big gun doesn't mean everything in the area dies.  If you took a BFG and fired it at one troop in an army that had you surrounded, it's not going to wrap around and kill all of them and not you.  Not saying it would be easy to do, but when you designed a weapon, you could have like a # of turrets option, no effect on price, but each would have it's own chance (based on the accuracy of the whole) to hit something, and the power would be divided by # of turrets.  So, in the tank example, compared to one 102mm canon, you could have 30 50 cal guns, and as each fired, it either hit or missed one guy.  Of course, this all assumes that it's KER and not HEAT or HEAPer rounds.
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