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Re: Attractiveness for mixed weapon designs Wed, 24 November 2004 17:45 Go to previous messageGo to previous message
Staz is currently offline Staz

 
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Messages: 514
Registered: November 2003
Location: UK
mlaub wrote on Wed, 24 November 2004 22:08

Staz wrote on Wed, 24 November 2004 15:28


More to the point, can anyone think of a realistic scenario in which this might be an issue ?


People put Gat guns or Sappers on missile/torp BB's. The game makes these ships try to get in beam range with normal orders. I believe "minimize damage to self" keeps them at sniper range.

I am near certain that the beam weaps will shoot at different targets, according to attractiveness. Is that what you mean?


It's not the "shoot at" target I am concerned about here, it's the "move towards" target. The shoot-at target is simple because each weapon is handled individually. Also, I'm not talking about the tactics setting which determine the best range. It is how a token decides which other token it is going to move towards (or away from).

Quote:

Also, are you working towards having the sim handle multiple stacks and races? where we can input player # to indicate starting position, and friend status? Or will this be a multiple stack, 1 vs 1? Eitherway, it would be fantastic... Smile



Yes, it handles more than 2 stacks. It doesn't work on "friends" or "enemies" as such. Each stack (token) has a "side" which is just a number, and will attack any token that isn't on the same side. This is independant of the "owner" of the token which is used to determine starting position.

So, theoretically, you can have 3 races in a 2 on 1 battle, each with missile BBs, beamers, chaff, etc.

Quite how accurate it is has yet to be determined though Very Happy

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