Author Topic: Unit Tactics  (Read 5116 times)

Offline Revenantus

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Re: Unit Tactics
« Reply #15 on: July 07, 2009, 05:37:23 pm »
Is now a good time to mention my idea for a Carrier Starship? It's a slow moving starship that can manufacture fighters and bombers (although not as quickly as a space dock), it also slowly repairs fighters/bombers in a certain radius around it.

It should look like the Battlestar Galactica. It's fighters should look like Vipers, and bombers like Raptors. And, of course, it needs to run on tillium...

Okay, but then there has to be a, 'Cylon', AI Type that exclusively deploys base-stars and teleport-raiders. Also, the Command Station fog-horn becomes a 'Frack!' sound.

With regards to leveling up, maybe just the starships should gain experience? As you say, the smaller ships tend to die too quickly.

Additionally, what about environmental hazards? for example certain systems could be nebulae that render scouts ineffective or asteroid belts that slowly whittle down ship's hp as they pass through them.

Offline x4000

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Re: Unit Tactics
« Reply #16 on: July 07, 2009, 05:53:46 pm »
With regards to leveling up, maybe just the starships should gain experience? As you say, the smaller ships tend to die too quickly.

Could be, that's sort of like heroes in Warcraft III or other games.  I like the idea, but I need to think about implementation more.  This feels like an expansion thing, instead of DLC.

Additionally, what about environmental hazards? for example certain systems could be nebulae that render scouts ineffective or asteroid belts that slowly whittle down ship's hp as they pass through them.

Actually, there are some things kind of like this already: the Counter-Spy and the Attrition Emitter do those two things specifically.  But there are other things that are AI-controlled or just environmental that I also do definitely plan to do.  A lot of that will be expansion-focused.
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Offline Admiral

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Re: Unit Tactics
« Reply #17 on: July 07, 2009, 07:53:30 pm »
certain systems could be nebulae that render scouts ineffective

Obligatory:

KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAN

Offline Revenantus

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Re: Unit Tactics
« Reply #18 on: July 08, 2009, 12:29:54 am »
I think I'm finished uploading tables for now - I'll make it a project for next weekend to upload the remaining non-combat unit data.

If anyone has any suggestions for making the data more useful as a reference, please say.

Now I get to play the latest pre-release, Yay :D.

Offline Revenantus

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Re: Unit Tactics
« Reply #19 on: July 17, 2009, 06:54:40 am »
All Unit Stats and Relative Strength Charts have been updated to reflect the latest 1.010 changes.

I'm still planning on uploading the rest of the unit data at some point, but if there are any particular units anyone would like me to focus on first let me know.

And no, I don't care that no one other than me cares about those pages.


Offline x4000

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Re: Unit Tactics
« Reply #20 on: July 17, 2009, 07:45:05 am »
All Unit Stats and Relative Strength Charts have been updated to reflect the latest 1.010 changes.

I'm still planning on uploading the rest of the unit data at some point, but if there are any particular units anyone would like me to focus on first let me know.

And no, I don't care that no one other than me cares about those pages.



I care.  Good stuff! :)
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Offline PhilRoi

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Re: Unit Tactics
« Reply #21 on: July 17, 2009, 11:25:33 am »
All Unit Stats and Relative Strength Charts have been updated to reflect the latest 1.010 changes.

I'm still planning on uploading the rest of the unit data at some point, but if there are any particular units anyone would like me to focus on first let me know.

And no, I don't care that no one other than me cares about those pages.



I care.  Good stuff! :)

translation:  You saved me from having to do it,  besides i printed them off and use them for reference while coding now.

Offline Revenantus

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Re: Unit Tactics
« Reply #22 on: July 31, 2009, 05:38:26 pm »
All Turrets, All Starships, Eyebots, Shield Bearers, Deflector Drones and Anti-Armor ships have been updated on the wiki to reflect the latest 1.0011 changes - http://arcengames.com/communitywiki/index.php?title=Unit_Types_and_Tactics#Engineer

A number of defensive, logistic and missile units have also been added. More to come next weekend.

All relative strength charts have been updated using XML data generated from 1.0011. Ship types are now also displayed at the right and bottom of the tables to improve readability.

http://arcengames.com/communitywiki/index.php?title=Relative_Ship_Strength

http://arcengames.com/communitywiki/index.php?title=Inter_Tech_Level_Relative_Ship_Strength#Tech_IV_Attacking_Tech_V_.2F_Core

Offline x4000

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Re: Unit Tactics
« Reply #23 on: July 31, 2009, 05:56:55 pm »
Nice! :)

Thanks again for doing that.
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Offline Revenantus

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Re: Unit Tactics
« Reply #24 on: August 10, 2009, 05:44:31 pm »
Quick update;

The Unit Types and Tactics page has been updated with data from 1.013, a few new units have also been added. All the remaining important structures will be added next weekend.

The Relative Ship Strength charts have been transposed to show losses in the appropriate places instead of just blanks, hopefully making the charts more readable. This means that data is actually repeated in the intra-tech level charts, but has halved the number of inter-tech level charts required. I should have done this earlier. :)

I'll update the instructions for reading the charts appropriately.

Take a look! - http://arcengames.com/communitywiki/index.php?title=Inter_Tech_Level_Relative_Ship_Strength#Tech_V_.2F_Core_Attacking_Tech_IV

EDIT: Actually, I might swap the colours around. That'll probably make it more intuitive. Currently a green box means that the red attacking ship won the encounter. Colours have been swapped and the instructions modified appropriately. The tables have also been tidied up a little.
« Last Edit: August 10, 2009, 10:29:17 pm by Revenantus »

Offline Revenantus

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Re: Unit Tactics
« Reply #25 on: September 10, 2009, 05:07:47 pm »
Firstly, let me apologize for being away for a few days - I've been unexpectedly inundated with critical tasks and have been unable to keep track of posts on the forum. I now however plan to rectify that by spending the evening catching up on my AI War related duties. :)

The wiki has been updated to reflect version 1.201 of the game, and is now (I believe) completely comprehensive in terms of units. I might recategorize a few units tomorrow, but the data is there. Please let me know if you spot any omissions or errors.

http://arcengames.com/communitywiki/index.php?title=Unit_Types_and_Tactics

http://arcengames.com/communitywiki/index.php?title=Relative_Ship_Strength


Offline x4000

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Re: Unit Tactics
« Reply #26 on: September 10, 2009, 05:09:41 pm »
No worries, Calvin.  I know that Arcen isn't the only thing going on in your life! And you're well within your contractual hours range for the month anyway, so it's really no thing. :)
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Offline keith.lamothe

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Re: Unit Tactics
« Reply #27 on: September 14, 2009, 04:53:43 pm »
Wow, these are great :)

I might be missing it, is shot "energy" reflected in those tables? Looking at it right now I don't see what would make the Fighter I's attack (300) less penetrating than the Bomber I's attack (200).
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Offline Revenantus

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Re: Unit Tactics
« Reply #28 on: September 14, 2009, 04:56:36 pm »
The tables show actual simulation data, so the results of those tables are the results of an actual battle between those ship types, under the conditions described at the top of the page.

EDIT: Ah, perhaps you were referring to the unit glossary? The unit's weapon type (I believe) provides an indication of what the ship will be effective against, and what damage bonuses it receives. Can you elaborate on this x?
« Last Edit: September 14, 2009, 04:59:42 pm by Revenantus »

Offline keith.lamothe

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Re: Unit Tactics
« Reply #29 on: September 14, 2009, 05:06:52 pm »
Sorry, I was referring to the http://arcengames.com/communitywiki/index.php?title=Unit_Types_and_Tactics page, which doesn't list the relative strengths.  I'm asking if there's actually a numeric value for shot "energy" which determines how its hit chance is impacted by shields and range.

As far as relative strengths go, are all the numbers that make "bombers > fighters" visible?  Or are there actual hardcoded bonuses for bombers vs fighters?
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