Jump to content

Gentlemen's Naval Battle Club(Attention moderators)


Spartwo

Recommended Posts

Increase the minimum rage of a shot to 300m or even more because having a ship be able to park up against you to shoot you is unrealistic. Even at 300m its still hard to miss.

Having ships shaped like a squid is unrealistic. Having a tiny solar system is unrealistic. Space combat among space-faring corporations and empires is unrealistic.

This isn't about realism. It's about abusing the physics engine in a space program simulator to make Kerbals fight.

Link to comment
Share on other sites

The latter is quite realistic. Otherwise we would not have a Norad Space command and defense center. The only reason that war in space has not happened to a large degree is because of a treaty that prohibits the deployment of advanced weapons systems in orbit.

Link to comment
Share on other sites

I'm simply stating that there is no room for tactical maneuvering and planning if you allow ships to simply get as close as they can without touching and shoot at each other, on top of removing smart missile systems from the standard rules. Your reducing variables by reducing weapons types.

Link to comment
Share on other sites

Increase the minimum rage of a shot to 300m or even more because having a ship be able to park up against you to shoot you is unrealistic. Even at 300m its still hard to miss.

No maxes or mins. this is war. turn based war, but still.

Link to comment
Share on other sites

I'm not talking here on earth, and I'm not even going to go into politics because it would be pointless, we agree on that subject. I am speaking logistically in the depths of space if you have an off world colony or asteroid base or space station that relies so heavily on supplies from earth and takes weeks or months to get them food and power are a very important resource to any space based industry.

Link to comment
Share on other sites

I'm simply stating that there is no room for tactical maneuvering and planning if you allow ships to simply get as close as they can without touching and shoot at each other, on top of removing smart missile systems from the standard rules. Your reducing variables by reducing weapons types.

You don't miss with smart missiles.Removing the ability to control smart missiles doesn't reduce the number of weapons systems if anything it will increase it.Instead of slapping on a probe core to ensure a hit people will have to increase acceleration,stability,and build ships which can reach the target instead of firing a weapon on the other side of the planet.

Link to comment
Share on other sites

No I'm talking about not making the battles rely on who goes first, and at this point if you allow changes to the rules that restrict the use of weapons to one type you are limiting the types of dissensions that can be made to beat your opponent. If i can get so close that i cant miss then your ship will be destroyed. Its a matter of targeting the weakest points on that ship and eliminating it. I can handle it just fine, It would be easier to destroy a target just boaring as all get out because each turn would be the same and the outcome would be almost entirely predetermined.

Link to comment
Share on other sites

you can to miss with smart missiles, a lot more than with a SRB at 112m way

I don't think anyone knows better than I just how hard it is to hit things with smart missiles. xD

To avoid being killed by point-blank weapons fire, think defensively. Hide inside an atmosphere maybe, or on the side of a mountain, or in polar orbit, etc.

Link to comment
Share on other sites

This does kind of kill my plans for surface-to-orbit weapons.

Also there's no difference between leaving your ship where it is and maneuvering the missile into close range for a hit, and maneuvering the whole ship into range and firing. You're not actually solving any problems, just arbitrarily limiting how the missile gets close enough to never miss.

Edited by daemonCaptrix
Link to comment
Share on other sites

In not outlawing guided missiles I'm just trying to limit them to say one per turn.

Because certain people are exploiting the ability eg ships with less fuel than the a single one of its weapons.hiding on the surface is a good tactic until you get hit by a missile(guided)

Edited by Spartwo
Link to comment
Share on other sites

EDIT:if we say you can only fire within a pange spanning 1km there isn't going to be much variation.

I like the 2.5km idea for missiles because it acts like a detection and targeting range. Forcing a ship to get within that range before shooting is a good idea and forces even missile ships to move around to attack targets.

I took the time to practice with both missiles and SRB's so that i can pretty much hit 8/10 times with either none is more effective than the other if you know how to handle them. My demonstration in War and my game showed me that a rule preventing what I did should be in place otherwise ships with long long raged missiles would be able to attack from anywhere as long as you know how to use a maneuver node. I admitted that and was the first to suggest a minimum and maximum range because of that. your 2.5km attack range is perfect to fix that problem.

If you run out of fuel or power you miss with a smart missile. I did it in my first battle and it almost cost me the battle.

I also don't put and think that any power generation other than engines on missiles is cheap because that removes the main drawback of a missile. You have to hit your target in one pass or you run out of fuel and power.

Edited by camulus777
Link to comment
Share on other sites

That's what in trying to figure out because it will give hiding spots on the surface.When you started to fire from stupid ranges it started to be a bit unbalanced.I'm not going to outlaw guiding S->O they're tricky though.

Edited by Spartwo
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...