Ambrosia Garden Archive
    • Fighter Power


      I'd like some feedback on my plug fighter power. Tell me what you think of it. Make suggestions for 1.0.3 if you like.

      -Trader

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      Visit Traders base of cool EVO stuff. It's right (url="http://"http://legobugz1.tripod.com/evo_base/")here.(/url)

    • Make a HVD Power plug where you kill 15 carriers with a HVD 😄 😄

      Seriously, I found the last level far too easy(1 Atrans can take a station easily, it's not even necessary to use the fighters) and the "qualification" too hard(Had to use the level skip cheat so I could see the rest of the plug 😉

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    • I'd have to agree on qualification.
      Is it just me, or was the Sal fighter tougher than normal?

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      "In literature as in love we are astounded by what is chosen by others." Andre Maurois

    • It was nice, yet in the ares real world its still impossable to make any use of fighters. Take "Hornets Nest" and try beating that with 10 fighters...

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      (url="http://"http://homepage.mac.com/benedwards/.cv/benedwards/Public/Ares1.2/StarsAreFire%3AC4.sit-binhex.hqx")The Stars Are Fire(/url)-A TC for Ares

    • I think plugs should make fighters more important/powerful.
      M:Inv will CERTAINLY have useful fighters.
      Primarily because they'll have warp.

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      "In literature as in love we are astounded by what is chosen by others." Andre Maurois

    • Well I have made a new qualification for 1.0.3 and the salrilian fighter is tough. 600 health! Anyway It's not like this is supposed to let you blow up 40 carriers with 2 fighters. It's just to improve skills. In 1.0.3 I'm improvving the fighter AI by using the skill n/d function. It really helps. I'll add a thing in the new version that you put into ares data to make fighters have better AI. The warping is a good idea too. Remember how tough the rapiers were in EV? Ares really didn't make too much use of fighters.

      As for HVD Power, make it yourself :p.

      -Trader

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      Visit Traders base of cool EVO stuff. It's right (url="http://"http://legobugz1.tripod.com/evo_base/")here.(/url)

    • Well, I know that UESG Patrolships won't have foldspace engines. However, they'll all carry two restockable torpedoes, which will make them very useful as escorts.

      And I don't think that the Rapier corresponds to Fighters in Ares; it's more of a Heavy Cruiser. Fighters in Ares are one-man cramped ships with a single dinky gun - which is a lot like the Defender. And EV didn't make much use of the Defender either.

      Also, remember that in EV, all ship classes had to be independently useable. The Player only got one ship for personal use, so practically every ship had to have Hyperspace and Cargospace. Fighters in Ares really aren't meant to operate independently from their parent Carrier.

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    • Surely a fighter with warp is an underarmed light cruiser...!
      Rather than installing heavy warp engines in a fighter would it not be better to improve the fighter's armament? A battery of stealth missiles might be a useful accessory, or perhaps the fighter to be more agile and faster sub-warp.

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      Oh, so it is another bug hunt then...

    • I disagree - the two upgrades that should go into a fighter before anything else are improved shields and hyperdrives.

      Improved shields are a must simply because some weapons (the turret on any carrier, generally) can take them out in one shot, and no amount of offensive technology or speed can improve their situation until that is changed.

      The hyperdrive is necessary because any ship determined to destroy a transport or AsltTran could still take it out even with 15x as many fighters defending. Therefore, Fighters are generally useless until there is some way to get a fighter from one point to another rapidly. Carrier deployment is acceptable, but cannot carry a fighter that's already been launched.

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      "Welcome to our Pirate outpost. Please enjoy your stay, and realize that any irregular actions can and will be used against you in the afterlife."

    • I don't believe, for a good combat model, that fighters should have hyper. Why? Because then they're just another ship class, add them on to your generic ones. Instead, they can be something else. Remember, without warp, fighters are at a disadvantage. In return, it is plausible to give them something to make up for that, how about value for money/good firepower/manouevrability. It adds more sophistication to the game.

      Btw, I found all the levels rather easy. I never died, no, not even once!!

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