toddybear_22 toddybear_22

Weapon Hit ratio?

Weapon Hit ratio?

Firstly i'd just like to say i love the game, it rocks!

Im not sure if this topic has been covered before, i did a quick search and came up with zip so i apologize if i missed something.

Im just curious if there's any kind of weapon hit/miss in play? By that i mean weapons have a chance of missing their target completely. From what i've seen (maybe im not looking hard enough) the weapons always seem to hit either the hulls or the shields. Even if missiles do miss they come around for another pass to hit it's target. I personally think weapons having the chance of missing could add a new level of play to the game. Right now if you have two capital ships...one a little damaged and the other one not fighting it's kind of obvious who's going to win. Having a chance of hit variable thrown in for me would make the battles more tense and less predictable.


The chance of hit percentage could be increased perhaps by the range of the battle.

The further away ships are from one another the greater the chance of missing, except perhaps with missiles as they have longer to lock onto their target.

AND/OR

The experience of the crew
The greater the level of the crew the greater the chance of hitting their target.

I remember a game called 'Haegemonia: Legions of Iron' Which at the time was a grahpically beautiful game but lacked game play. One game play feature was that weapons were very inaccurate until research (i think) was done on specific weapon groups which could also be apart of the current research tree. I suppose also if weapons aren't as accurate you could justify making them fire more frequently making battles more chaotic with weapons fire going all over the place.

What do you guys think? If you've made it down this far thanks for reading!

Cheers,

~Todd.
8,790 views 29 replies
Reply #26 Top



I made a mod where the bombers fired nukes.

What did you use for a graphic?


The planet bombing graphic.
Reply #27 Top
Cool!

We can now easily make a mod where a specific class of slow bomber fires nukes but only gets one shot before needing to land back at their carriers/hangars to reload.

All we need to do is make the 'Nuke' bomber have a weapon cool down time of an hour or so. I strongly suspect that weapon cool down times are reset when strike craft land at their carrier/hangar.
Reply #28 Top
Now, any ideas of how to automatically get the bombers to land after each shot?
Reply #29 Top
nope, you would have to manually order them back.

Maybe there is some way to trick them into thinking their carrier is jumping into Phase Space to get that auto docking routine running.