chromatix
I'm New! Laugh At Me!
Registered: May 2002
Location: Lancaster, UK
Posts: 20 |
quote: Originally posted by Pr011
Personally, I don't like the idea of sticking Shivan or fighter weapons onto cap-ships. Just for the sake of being realistic. Plus, a normal GTVA corvette would struggle at best to knock out that many bombers... beware making cap-ships too powerful!
Also, the cruisers secondary function - supporting major capital warships in a fleet engagement agasint other cap-ships would be diminished.
(Although that is also a job for corvettes)
Well, let's see. I didn't stick any Shivan weapons on it, that would indeed be silly. But come on, putting a new reactor and a pair of relatively small Vasudan beams on a 35-year-old cruiser can't be that far-fetched. I hardly think that a real military division would say no to better defensive lasers, either. Might be an idea to replace the Kaysers with the more common Prometheus and leave a couple of anti-fighter beams in there...
The Aeolus was always a dangerous ship to attack without some kind of heavy hardware, now it's just carrying on the tradition!
However, I'm also aware of the "frustration factor" which shows up when a mission gets too hard to complete, and a refitted cruiser would form part of new missions rather than affecting existing ones. I think it's something for mission designers to keep in mind, rather than anything else. I don't hear too many complaints that FS1 was too hard, although accounts suggest it was balanced considerably further against the player than FS2.
Maybe the question needs to be restated in different terms. Would you rather have a simulation of what real space combat would be like (ie. powerful capships and ****loads of fighters), or a game that's easy to play? For a mass-market game that needs to sell, the latter works, as FS2 was. For an enthusiast-driven extension to a game that is no longer on the market, maybe the former needs a look....
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