Re: Maximizing ship designs
From: Chad Taylor <ct454792@o...>
Date: Mon, 31 Mar 1997 11:46:40 -0500
Subject: Re: Maximizing ship designs
On Mon, 31 Mar 1997, Joachim Heck - SunSoft wrote:
> Slaan@aol.com writes:
>
> @:) It is interesting to me that ship optimization vice specific
> @:) designs is an issue. My first step in analyzing FT was to
> @:) determine what "missions" were required, and then design ships to
> @:) fulfill that mission role.
>
> I guess the question is whether you needed to bother. What if you
> just plunked down a bunch of mass 36, thrust 7 cruisers with 6 3-arc A
> batteries each (cost 312 - thrust 3 gives cost 240)? Would they be
> able to destroy your opponents intricately complicated multi-ship-type
> fleet? If so, optimization is a problem.
>
> -joachim
>
The only problem I have with the design above is that it is boring.
There
is very little maneuver from such a fleet. Oh sure, they turn and move
and such - But with three arcs on all their weapons there is no real
need
other than range. I have found that limiting the arcs on a weapon
increase the amount of maneuver during a game dramatically. That kind
of
change might encourage the "multi-ship" fleet, each having its own job.
Just a thought.
Chad Taylor