Talk:Battle of Randall Prime: Difference between revisions

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'''100thlurker:'''<br>
'''100thlurker:'''<br>
''Feedback'' <br>
''Feedback'' <br>
Drop AA scores as a passive defense entirely. Anti-missile defense as a function of laser armament definitely works and works well, and I think it is the proper choice.  
Recommend drop AA scores as a passive defense entirely. Anti-missile defense as a function of armament definitely works and works well, and I think it is the proper choice.  
:*Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles.
:*Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles.
Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes:
Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes:
:*If line-of-fire passes through *any* ship other than the target, rather than every 2 friendly ships, TN is raised.  
:*If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised.  
:*Arbitrary formations instead of based purely on map reading.
:*Arbitrary formations instead of based purely on map reading.
Frigate ECM buffs are definitely effective. <br>
Increases in direct fire ranges without an increase in movement speeds is potentially a mistake. At low speeds the effect of player skill is massive, see the entire Jardin formation dashing into Anti-matter Gun range.
:*Either shrink direct fire brackets back to their original form or extend ship movement.
:*Such a heavy AMG armament feels inappropriate - in the rescheming of battleships they should probably have an increased Capital/Heavy Laser armament with only 2-3 points of AMGs as secondaries.
Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility.
:*+Half(round up) weapon pool instead of double?
:*Perhaps double weapons Full Offensive should be limited in application, to command checks

Revision as of 20:42, 1 June 2015

Lokar:

  • I'll play variable number of Imperial battlesheeps.

Mal:

  • Whatever lets me use Fleet Command

Holle:

  • Jardin battlesheep! Variable number. (I figure 4-6 depending on how many people join up on Jardin side, might also be some of the destroyers if nobody takes the poor tincans

100thlurker:
Feedback
Recommend drop AA scores as a passive defense entirely. Anti-missile defense as a function of armament definitely works and works well, and I think it is the proper choice.

  • Perhaps certain weapons such as Anti-matter Guns have a lower TN to defend against missiles.

Battle seems to reflect my concerns that the formation rules strongly favor attacks in column and punish firing lines severely. Fixes:

  • If line-of-fire passes through *any* friendly ships in formation, rather than every 2 friendly ships, TN is raised.
  • Arbitrary formations instead of based purely on map reading.

Frigate ECM buffs are definitely effective.
Increases in direct fire ranges without an increase in movement speeds is potentially a mistake. At low speeds the effect of player skill is massive, see the entire Jardin formation dashing into Anti-matter Gun range.

  • Either shrink direct fire brackets back to their original form or extend ship movement.
  • Such a heavy AMG armament feels inappropriate - in the rescheming of battleships they should probably have an increased Capital/Heavy Laser armament with only 2-3 points of AMGs as secondaries.

Full offensive leads to eggshell combat with battleships casually foundering in 2-3 turns, which while probably working as intended with NPC combat, may be difficult now that PvP is a likely possibility.

  • +Half(round up) weapon pool instead of double?
  • Perhaps double weapons Full Offensive should be limited in application, to command checks