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Alien Materials

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ChemBro:

--- Quote from: ShipIt on May 21, 2012, 12:13:37 pm ---Not yet, sorry. The campaign ends after the Alien Base mission in 2.4 for some reason. There is simply not more to show atm. Only thing if you keep playing is - the fights will start getting really tough.
--- End quote ---

Well, I'm not entering the alien base, so the game goes on and I got new things to research. I'm still missing the cannon thing and also: "Not yet" might not be the right term, because I had corruptor missions in 2.3.

Sarin:
I think I have mentioned this somewhere already, but what about this solution:

Dragon: small light interceptor with A/M engine, capable of catching all UFOs without problem, but with low weapon capacity.
Starchaser: heavy interceptor with ion engines (research based on alien engines. Ion engines use similar technology of magnetic containment and channeling, but without antimatter), in full load, it will be only slightly faster than Saracen's top speed, but capable of carrying heavy payload, acting essentially as gunboat. However, while not requiring AM fuel, its running cost would be very high.
Stingray: medium A/M interceptor, with decent payload and top speed slightly under Dragon's, but with longer range, capable of orbital flight, but with huge consumption of antimatter.

Jon_dArc:

--- Quote from: Sarin on May 22, 2012, 01:07:22 am ---I think I have mentioned this somewhere already, but what about this solution:

Dragon: small light interceptor with A/M engine, capable of catching all UFOs without problem, but with low weapon capacity.
--- End quote ---
But then what does it do once it catches them? All of the ships fast enough to need significant catching are tough and heavily armed, and at least at the moment it's extremely fiddly and obnoxious to coordinate multiple-aircraft interceptions.


--- Quote ---Stingray: medium A/M interceptor, with decent payload and top speed slightly under Dragon's, but with longer range, capable of orbital flight, but with huge consumption of antimatter.
--- End quote ---
That seems risky—making it expensive to field in a scarce resource (even scarcer than Alien Materials) is a good way to make it useless. I guess it really hinges on what you mean by "huge".

~J

Sarin:
Essentially this: Dragon would be good for damaging and slowing down biggest UFOs (if the game will later include damaged UFOs slowing down), enabling other interceptors to catch up. Stingray would probably be needed for some missions because of its space flight capabilities, and it will be able to engage largest crafts on more equal terms than Dragon, but of course not one on one with the biggest. About consumption...give or take between 50-150 units per "usual" engagement would be good I think, harvesters yield 450 units.

Jon_dArc:
Actually, now that I think about it that sort of light skirmishing craft could be made more practical by an apparently-not-too-bad change to dogfight AI—right now, the aircraft (if it can) goes and sits on top of the UFO, which means that if it runs out of ammo it needs to make its way all the way back out of the threat envelope without getting shot down. An alternative AI that instead tried to maintain the maximum range of its shortest-ranged weapon system could make something like that work.

Of course, I don't see it really adding enough to be worth mounting a campaign for at the moment, what with so many other areas with bigger impact on play experience per unit apparent effort.

~J

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