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Naval Combat Question


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Of course all weapons are created "equal" in that two different weapon types of the same generation will always do the same damage per ton. What I think is important in the weapon tree nature, even though much of the "fluff" is unfortunately just that "fluff" is that it also allows you to roleplay your weaponry to suit your species design et such, there is no uberweapon, just weapons you haven't researched appropriate defenses to.

 

When you consider what weapon tech to follow take this into account:

 

1) Resource Costs: If your worlds are swimming in the resources you need it for, it is likely a good avenue to pursue. If you need Altaria Swine Droppings, leave it be :)

 

2) Spinoff: Many weaponlines open up alot of spinoff paths in forms of other weapons, defences and sometimes even things like teleporters et such. You have no way of knowing unless you're in a large alliance though so this is a gamble.

 

3) Weapon Tech Longevity: This is how far the weapon tech goes, ie if it goes all the way up to 11 or not. The GGT were stumped early by researching Stun Beams and Magnetic Grapples since it fit with their racial profile only to discover that you couldn't continue beyond the Heavy (Adequate) tech level and that there was no spinoff that opened up higher levels of new weaponry. But Pete seems to have balanced what is available early in the game that way. If you want to go up to fleet level weaponry such as Spinal weaponry requires effort and the decision if you want to be locked in by such heavy weaponry in your designs.

 

4) Exotic touches: Some of the more off base weaponry has exotic defense systems to counter them which requires in some cases rather odd techpaths, thus you could ensure to have an upper hand over an enemy at least in the beginning.

 

As for defensive systems, we still do not know exactly how these work, if they're worth the effort and no clue has been given by Pete who is tinkering with it. There is no way to get the numbers from ANZ or FOBs ingame and from what few examples of old Pete has given I would suggest that players keep to Armor and Shields for defences untill Pete actually gives us all a working explanation and means to measure it ingame. For those of designing warships, it is important to know that dedicating 10% of a ship to specific defensive systems will help so and so much vs damage.

 

Cheers

/Lars

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Of course all weapons are created "equal" in that two different weapon types of the same generation will always do the same damage per ton. What I think is important in the weapon tree nature, even though much of the "fluff" is unfortunately just that "fluff" is that it also allows you to roleplay your weaponry to suit your species design et such, there is no uberweapon, just weapons you haven't researched appropriate defenses to.

 

When you consider what weapon tech to follow take this into account:

 

1) Resource Costs: If your worlds are swimming in the resources you need it for, it is likely a good avenue to pursue. If you need Altaria Swine Droppings, leave it be :)

 

2) Spinoff: Many weaponlines open up alot of spinoff paths in forms of other weapons, defences and sometimes even things like teleporters et such. You have no way of knowing unless you're in a large alliance though so this is a gamble.

 

3) Weapon Tech Longevity: This is how far the weapon tech goes, ie if it goes all the way up to 11 or not. The GGT were stumped early by researching Stun Beams and Magnetic Grapples since it fit with their racial profile only to discover that you couldn't continue beyond the Heavy (Adequate) tech level and that there was no spinoff that opened up higher levels of new weaponry. But Pete seems to have balanced what is available early in the game that way. If you want to go up to fleet level weaponry such as Spinal weaponry requires effort and the decision if you want to be locked in by such heavy weaponry in your designs.

 

4) Exotic touches: Some of the more off base weaponry has exotic defense systems to counter them which requires in some cases rather odd techpaths, thus you could ensure to have an upper hand over an enemy at least in the beginning.

 

As for defensive systems, we still do not know exactly how these work, if they're worth the effort and no clue has been given by Pete who is tinkering with it. There is no way to get the numbers from ANZ or FOBs ingame and from what few examples of old Pete has given I would suggest that players keep to Armor and Shields for defences untill Pete actually gives us all a working explanation and means to measure it ingame. For those of designing warships, it is important to know that dedicating 10% of a ship to specific defensive systems will help so and so much vs damage.

 

Cheers

/Lars

Your statement is true Locklyn but the range of the weapon will affect just how 'equal' they truely would be in a face off as this range would affect the actual

firepower per ton reaching the target.

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  • 4 weeks later...

Adding a BUMP here to Pete as it coincides with the Whats up discussion in regards to what is happening with Defense changes and when are we going to see the divisor numbers?

 

Cheers

/Locklyn

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Adding a BUMP here to Pete as it coincides with the Whats up discussion in regards to what is happening with Defense changes and when are we going to see the divisor numbers?

 

Cheers

/Locklyn

 

Welcome back to full strength. We may disagree on the level of details we'd like to see, but your insights are valuable.

 

Octus

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