Concerning Artillery Ships in A2 -1 reply

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#1 10 years ago

Since the Concerning Fighters in A2 thread led to some very interesting discussions and ideas, I thought I'd try the same thing for artillery ships. I have some radical ideas on this subject. Some of you may brand me a heretic after reading my thoughts here.

Should artillery ships be allowed to attack planets?

I say, "Yes". Why should only Battle and Battle2 odfs have planetary bombardment capabilities? The standard answer is 'game balance'. But I am not so sure this is correct or even appropriate. Planets can provide two of the four resource types available in game. It is hugely expensive to crew and shield a planet. Artillery ships are area effect weapon which should be effective in denying the enemy the ability to generate crew.

No one in any unit I served in while in the US Army ever wanted to conduct a deliberate attack on any enemy position without having artillery in support of the attack. Yet artillery ships in A2 are not allowed to bombard planets. Why should your assault forces shuttle down to the surface without the enemy being softened up a little beforehand? This is another example of one of those things in A2 which makes me a little crazy.

This idea came about one day because I accidentally gave Cruise1s the ability to attack planets and had no end of trouble keeping shields up and keeping crew on the two planets I had colonized and couldn't figure out why. Then I watched a replay and saw three AI controlled Akiras from the perimeter force the AI builds swoop in every few minutes, shoot the place up, and then leave.

I haven't yet tried this idea but I intend to do something with it this weekend. I wonder if the AI will now use Legates to smash Zarush before Martok can arrive? Should be fun figuring this out. I am most curious to see what the rest of you think about this idea




Jetfreak

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#2 10 years ago

This will surely make some interesing battle scenarios. Whatever the outcome is, I'm in. It only seems fair that those high yield torps be put to good use.




Freyr VIP Member

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#3 10 years ago

Artillery ships are completely pointless with the stock balancing in Armada II. They cost to much, and their range is so marginally longer than anything else there is no point building them. Have you ever tried to shell a human player out from a defensive position?! Its actually cheaper and faster just to do the job with battleships.

Personally, I think everything should be able to target planets, however the shields should be able to repel anything but a serious from a very large fleet.




Icewolf132

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#4 10 years ago

Freyr;4761948Artillery ships are completely pointless with the stock balancing in Armada II. They cost to much, and their range is so marginally longer than anything else there is no point building them. Have you ever tried to shell a human player out from a defensive position?! Its actually cheaper and faster just to do the job with battleships.

Personally, I think everything should be able to target planets, however the shields should be able to repel anything but a serious from a very large fleet.

'Tis my opinion in a nutshell, though I would think that Artillery ships would be by far more effective against planets. This one kind of wishes that they had the canattackplanets string for the weapon files as well.




AdmarilRyan

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#5 10 years ago
Icewolf132;4762535 This one kind of wishes that they had the canattackplanets string for the weapon files as well.

the Kulinor class has a special weapon that can only attack planets. Maybe something can be made based on that.




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#6 10 years ago

Freyr;4761948Artillery ships are completely pointless with the stock balancing in Armada II. [/quote]

I would like to make them, ahem, 'unpointless'. Yeah, it will break Multi-player because it will be an ODF change but it is something I am interested in. Besides, imagine all the additional havoc your AIPs will cause when they begin shelling someone's last colony? :p Ah'm willin' ta bet thet idee raht theah jus' put a big ol' evul grin all ovuh Y'all's face, din't it? Mua. Ha. Ha. Ha. Ha.

Icewolf132;4762535This one kind of wishes that they had the canattackplanets string for the weapon files as well.

I haven't thought about checking this out. Thank you for the idea.

[quote=AdmarilRyan;4762572]the Kulinor class has a special weapon that can only attack planets. Maybe something can be made based on that.

I've never spoken directly to you before, but I too am glad you have returned to the Community. The Kulinor's cannon is a good idea for a start point, if I cannot get this idea to work any other way.

:rock:




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#7 10 years ago

Well, I got the artillery ships to attack planets. And they did so with gusto! The current problem is the artillery ships will attack the planet with all the weapons they have and what I wanted was them to merely bombard the planet. I have not yet found an answer for this. I wound up having to add the "canAttackPlanets = 1" line to the weapons as well as the ships. I suppose if I add the same line to the other weapons the artillery ships mount, except making it false by changing the 1 to a 0, may work.




Freyr VIP Member

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#8 10 years ago

Or just remove the other weapons the artillery ships have? The phaser banks are hardly worth having anyway...




Jetfreak

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#9 10 years ago

^ Not really, I've always keeped them just in case, after all, every federation starship needs phasers right?




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#10 10 years ago

Removing the phasers from the Steamrunner and the Chuq'Beh is an option I had not considered. But it is a viable one. I prefer them to be support vessels rather than front line combatants.




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