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Hosted Projects - Standalone => Diaspora => Diaspora 3rd Party Missions, Mods & Campaigns => Topic started by: Wumpus on February 06, 2013, 11:50:37 am

Title: Defenses on Battlestars seem too good -- what am I doing wrong?
Post by: Wumpus on February 06, 2013, 11:50:37 am
Hi all. I'm a first-time FREDer and my goal is to make a few co-op missions for Diaspora. I've attempted to read all the available instructions and FAQs, but it's possible I've missed some.

One of the bits of advice I read somewhere was that one should put cap ships in the mission first, try to balance that pretty closely, then add fighters -- this way the fighters (and thus the players) can be the deciding factor in the fight.

But in my early testing here, it seems that a battlestar (sobek class) can defend itself easily from multiple base stars because the flak arrays kill all the incoming cylon missiles. I just watched a battlestar prevail and take not a single hit, while killing a base star very quickly.

I was thinking I could add some raiders with orders to kill flak turrets on the battlestar, and maybe that would allow the missiles to get through. But I thought this might be a good excuse to stop lurking and register over here to ask what other people do to help the cylons compete?
Title: Re: Defenses on Battlestars seem too good -- what am I doing wrong?
Post by: Colonol Dekker on February 06, 2013, 12:13:38 pm
:welcomered::welcomeblue::welcomegreen::welcomesilver::welcomepurple::welcomeyellow:

That's what it's all about, add stuff... Experiment, play with Fred (The editor) and tweak it all around til you have something yo like :yes:

I say, add a few raiders (apparantly their missiles are quite amazingly good and had to be disabled for release 1, but i might be completely wrong)
Title: Re: Defenses on Battlestars seem too good -- what am I doing wrong?
Post by: General Battuta on February 06, 2013, 01:06:19 pm
Try cranking up the base ship AI class and cranking down the battlestar. I don't know if this'll work for Diaspora weapons though.

e: pilot AI level not turret AI level, turret AI does nothing at all
Title: Re: Defenses on Battlestars seem too good -- what am I doing wrong?
Post by: Sushi on February 06, 2013, 06:26:55 pm
Some things to try:

- Use the 6pack regular torpedoes and 2pack versions of the heavy torpedoes. More torp spam means more gets through.
- Multiple basestars attacking from the same side.
- Raiders actively taking out turrets

Title: Re: Defenses on Battlestars seem too good -- what am I doing wrong?
Post by: Wumpus on February 06, 2013, 08:17:45 pm
Thank you all for the warm welcome and good ideas, will try some of that tonight. :)
Title: Re: Defenses on Battlestars seem too good -- what am I doing wrong?
Post by: Hallbog on February 16, 2013, 02:14:46 pm
I cant wait to play this once you have it balanced.  Personally if you have to have several basestars vs one battlestar thats fine with me!  It would be more fitting with the show as well.
Title: Re: Defenses on Battlestars seem too good -- what am I doing wrong?
Post by: festivefire on June 04, 2013, 10:19:07 pm
sorry for bump but its relevent. The cylons main advantage is numbers versus the colonials equipment. Its simmilar to tie fighers versus an x-wing. we all know the xwing could kill one within seconds, but an entire squadron could cause trouble. multiple basestars, as well as hordes of fighters would have a chance at really f**king up a battlestar.