Archived from groups: rec.games.empire (More info?)
Hi,
I think harpoons are too powerful. Here's some thoughts I had on them:
1) they make fleets too vulnerable once they hit the scene. A player can
target all of his enemies capital ships with them too easily.
2) harpoons currently fly over mountains... kind of unrealistic, especially
considering that torpedoes cannot go thru land. Harpoons should have to
have a flight path that goes around a mountain / mountain range, which would
improve the tactical nature of mountain ranges and make them more valuable
as assault positions.
3) Harpoons have way too much range. At tech 160 they are range 6, at 170
they are range 9, at 180 they are range 10, at 200 they are range 11, and at
300 they are at range 13. Way too far considering that forts, BBs, and HATs
typically fire only 5-6 sectors at these tech levels.
4) I think harpoons should have their hitchance reduced relative to the
distance that they travelled to their target. Perhaps a linear 1-2% per
sector travelled decrease in hitchance, to account for anything from
inadvertant collision with a seagul, engine failure, weather, to it could
not identify the target from that far away.
5) When on interdiction mission, they go after ships that are not really a
threat. Perhaps make them go after ships that cost over $1k, or ships under
$1k that ARE are carrying one or more land unit (vs just being able to carry
a unit).
6) Maybe having them carry less shells would reduce their potency.
In summary, empire is quite a deep game. I just feel it needs some
adjustments to bring it to an optimumly balanced game. Harpoons are one
aspect I have found to be too powerfull.
Lloyd.
Hi,
I think harpoons are too powerful. Here's some thoughts I had on them:
1) they make fleets too vulnerable once they hit the scene. A player can
target all of his enemies capital ships with them too easily.
2) harpoons currently fly over mountains... kind of unrealistic, especially
considering that torpedoes cannot go thru land. Harpoons should have to
have a flight path that goes around a mountain / mountain range, which would
improve the tactical nature of mountain ranges and make them more valuable
as assault positions.
3) Harpoons have way too much range. At tech 160 they are range 6, at 170
they are range 9, at 180 they are range 10, at 200 they are range 11, and at
300 they are at range 13. Way too far considering that forts, BBs, and HATs
typically fire only 5-6 sectors at these tech levels.
4) I think harpoons should have their hitchance reduced relative to the
distance that they travelled to their target. Perhaps a linear 1-2% per
sector travelled decrease in hitchance, to account for anything from
inadvertant collision with a seagul, engine failure, weather, to it could
not identify the target from that far away.
5) When on interdiction mission, they go after ships that are not really a
threat. Perhaps make them go after ships that cost over $1k, or ships under
$1k that ARE are carrying one or more land unit (vs just being able to carry
a unit).
6) Maybe having them carry less shells would reduce their potency.
In summary, empire is quite a deep game. I just feel it needs some
adjustments to bring it to an optimumly balanced game. Harpoons are one
aspect I have found to be too powerfull.
Lloyd.