Naval balance in BA - and Seaplanes - Page 3

Naval balance in BA - and Seaplanes

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Move Seaplanes down the tech tree?

Yes, make it so they can be built by Tech 1 ships.
27
75%
No, this would be a bad move and unbalance the game.
3
8%
No, they're fine where they are.
6
17%
 
Total votes: 36

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

MR.D wrote:You guys completely forgot about the Naval Engineers..
:roll:
So does every other player I've ever seen. I don't think I've ever ran into one.
richw
Posts: 42
Joined: 24 Sep 2005, 17:54

Post by richw »

I use 'em, very useful!
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

The primary problem with assisting ships is they are just so damn big and unwieldy. Getting them to assist without causing a total traffic jam is very hard. Floating nano towers or making naval engineers really small (like tugboats IRL) might help with that.

Oh, and Seaplanes still dont land on the water. Are we waiting for a spring update to fix this?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Seaplanes currently can land on water (and will also be able to submerge in the next release, see the changelog), but it's up to mod authors to use that functionality.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Okay, both con seaplanes and gunship seaplanes can land on water. All others cannot. All these planes, ones that land on water and ones that do not, have the amphibious and floater tags.

I can only assume that this is something to do with the different movement class of gunships and conplanes to bombers and fighters, and thus an engine problem? Or is there something i am missing here?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

No, I missed something. ;) There are two different aircraft movetypes, but only one has actually been patched for this version. The other will be in 0.74b3, though.
Last edited by Kloot on 02 Jan 2007, 23:42, edited 2 times in total.
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

My first post in this topic covers the workertime of naval assist units to show how they could be used instead of nano's. The L1 con ship has a huge workertime (more than nano even) so it has good assist power for things like seaplane platforms.

Also, since this topic and the realisation that the naval engineers are not cost effective, their stats have been changed to make them more useful.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Good to hear, kloot. And that doesnt stop the traffic jams, Dem0. :P
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

DemO wrote:one of the players made at least 15 torp bombers and sent them (with sonar/radar planes) to the enemy T2 shipyard which was surrounded with warlords and cruisers.

Needless to say, we were very surprised with what we saw - the torp bombers missed almost every shot, and infact only 2 torpedo's hit enemy ships (which were barely moving by the way, it wasnt even like the guy was trying to avoid the torps, and these are big, slow, lumbering ships).

The torpedo bombers made several fly by's in their attempt but completely failed for 90%+ of the time to actually hit their target. I suggested to NoiZe that the aiming script be looked into, and that the torpedos hit the water sooner - because from observation it looked like several times the torpedos hit the water AFTER they had passed their target.
Did he have targeting facilities? Just radar isn't good enough - if there were no targeting facilities, the torp bombers were torpedoing moving radar dots, ie, missing the hell out of the ships.
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

He had radar planes flying overhead for quite a while, definately when the torp bombers made their first run, anyway.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

yeah but if radar planes are just seeing radar dots and don't have the ships actually visible at the time torpedoes were being launched, the torp planes will miss the hell out of them (if there's no targeting facility built - those dots move around like mofos without one.)

put it this way - if the ships were sailing through a bit of ocean lined with dragon's eye cameras and the torp bombers were missing them, i would be concerned.
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Radar planes have pretty massive LOS range, and considering they were flying above the ships at the time....
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