I had the exact same question ealier in this thread. Apparently, carriers won't attack other ships like other craft would; ships have to move into the carrier's range for them to fire.
I guess now my question is how will the vesuvius act?
I had the exact same question ealier in this thread. Apparently, carriers won't attack other ships like other craft would; ships have to move into the carrier's range for them to fire.
But then again, some of the Japanese carriers at Midway were lost because of just one or two bombs, and in several other cases, American and Japanese ships of various classes were knocked out of action by one torpedo. The Yamato is very much the exception, not the rule.You might want to base your survivability estimates on World War II records; the battlecruiser Repulse took around six torpedoes before she went down and the Yamato eighteen or so bombs and torpedoes.
That's very doubtful - building and servicing a fighter would almost certainly be more costly than adding another turret onto a capship, especially since Milk Run shows that it's possible to add a turret (taken from another ship) in field conditions.the Border Worlds probably don't have the luxury of doing that, so I'd imagine they'd rely rather more heavily on their fighter arm
As LeHah noted, torpedoes are usually depicted as a lot less powerful in the novels and documentation than they are in the actual game; you can usually down even the most powerful capital ships with two or at most, three torpedoes. In Fleet Action the Concordia takes something like four hits during the Sol campaign and is still in something resembling fighting condition. You might want to base your survivability estimates on World War II records; the battlecruiser Repulse took around six torpedoes before she went down and the Yamato eighteen or so bombs and torpedoes.
As LeHah noted, torpedoes are usually depicted as a lot less powerful in the novels and documentation than they are in the actual game; you can usually down even the most powerful capital ships with two or at most, three torpedoes. In Fleet Action the Concordia takes something like four hits during the Sol campaign and is still in something resembling fighting condition.
I think you're using this reference incorrectly in terms of Wing Commander, too. The reason we specifically hear about the Concordia taking so many hits and staying in the fight is because it's supposed to be particularly spectacular -- not because it's a good measure of the average.
Aaron, I'm not sure if this is in response to my query about the Vesusius -- keeping the St Helens out of Confed's arsenal is fine, given the balance considerations. What I meant about the numbers is, will a player using the Black Lance faction only be able to build 1 Vesuvius at any one time in a match or could one end up churning out 3 or 4 if they have enough resources?st helens isnt in because it would have be on confed's side (seeing as how confed is the force that deployed it against the vesuvius in wc4). however that would just make confed too strong. then issues of balance become huge between bw and confed. Black lance already have a deficiency in their fleet with the absence of cruisers, so the vesuvius makes up for that by being a battleship crossed with a carrier.
If I'm understanding your concerns about the jump buoys correctly, you'd be happy if the jump buoys could be captured? Alternatively, perhaps if either player could use each other's buoys without restriction?
What are your views on resolving the jump lane connections?
Some sort of time delay/countdown between linking different buoys or perhaps disabling relinking altogether, i.e. each buoy is only able to establish one connection with another buoy?
To be clear, in Wing Commander a buoy is a *marker* -- it doesn't effect whether or not a jump point works.
I think you're using this reference incorrectly in terms of Wing Commander, too. The reason we specifically hear about the Concordia taking so many hits and staying in the fight is because it's supposed to be particularly spectacular -- not because it's a good measure of the average.
Which is why they should be used as a baseline, and not as the holy writ. There's all sorts of real-life factors that the engine can't cover; things like weak points, systems disruption and such (actually the PDS mod has covered this to some extent, where your ship loses power with enough damage in a certain period, kind of like an EMP strike.) Still, Homeworld 2 is basically a slugging match where the more intricate and in many ways more crucial terms of battle don't come into play; given that, I think there can be some estimates made on the maximum and minimum amount of damage a given ship class can take.Quarto said:But then again, some of the Japanese carriers at Midway were lost because of just one or two bombs, and in several other cases, American and Japanese ships of various classes were knocked out of action by one torpedo. The Yamato is very much the exception, not the rule.
BrynS said:What are your views on resolving the jump lane connections?
LeHah said:Buddy, I wish I had some. I don't know how Homeworld 2 works in terms of programming, so what I'm suggesting may not be possible. I'm just saying that player specific jump points doesn't really work.
Yeah, the Concordia is definitely a special ship - certainly so plot-wise - but the impression I always got from Forstchen's depiction of her was that this was because she was particularly lucky, and not because of any intrinsic protective qualities. By looking at the WCII stats she's not particularly exceptional; her protection is about on par with a cruiser, if memory serves.
As for BL ships that are in the novel and not in the game, Ill take another look through my WC4 novel to be sure - but the novel doesn't really paint the BL in the same way the game does. See, in the novel - its more of a conspiracy instead of a clandestine army with superships. Yes, they have Dragons/Lances and the Vesuvius - but they use Confed ships, for the most part.