Archive through December 13, 2008

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: Processed II: My Biggest SFB Gripes and How to Fix Them: Archive through December 13, 2008
By Mike West (Mjwest) on Thursday, December 11, 2008 - 08:35 pm: Edit


2. Megapacks. Let's see, double the speed of fighters, but, instead of giving them a corresponding weakness (double damage), just give them even more advantages. Usually, I just pretend they don't exist.

3. RC fighters are gross. Why? Because they give you a full squadron of scatterpacks. Get a full squadron of F-15s or Z-Ys out there, and you have the ability to throw out tons of drones that can only be done using RC fighters. With piloted fighters, you are sometimes lucky to get everything launched before they die. With RC fighters, just blow it all, and head back to the carrier.

10. The guessing games. I just despise "call for fire" every single impulse. It is tedious and highly annoying. Thank God and Steve for Federation Commander.

By Loren Knight (Loren) on Thursday, December 11, 2008 - 11:39 pm: Edit

Megapacks: Well, not everything comes with a built in disadvantage. Ship refits have no disadvantage. They have just a straight forward BPV cost. Booster packs cost less BPV because they have that built in disadvantage.

RC fighters: I could live without them, but their ability to launch their entire drone package is not as great as it seems. The reason is that since you just dumped everything on the board you have nothing left. The enemy simply goes into full anti-drone mode and then have several turns of drone free maneuver, and fighter free maneuver if the fighters are brought back to reload.
It is actually harder to deal with several medium waves of drones. The fighters then follow up on the wave and launch another wave. The enemy has to keep some weapons in reserve to deal with the unknown. If you launch EVERYTHING at once there is no unknown factors.
Using RC fighters and launching EVERYTHING is giving up the initiative and a fast way to lose against a patient opponant.

Creeping Featuritis: I proposed a Fast D5 and designed it to be different from the typical "Fast" design formula. I did this because it was my hope that it would be a unique ship and that other races would not also have fast war cruisers (the D5 being uniquely suited to the upgrade). Alas it was not meant to be. Still, strategically, Fast War cruisers do make sense if you accept the technology is possible.

HDWs: I call these Aunt Bea ships. They do everything and have big butts. You can love them because of that but they ain't exactly pretty either.

The Guessing games: I thought that was what is most realistic about SFB. If you were really fighting in a star ship against a real enemy star ship, you would be doing a LOT MORE guessing, with lives at stake. Without the guessing we might as well just set up two computers to play eachother and just watch. The guessing, the reading of the opponant, the challenge of pitting your skills against another person is why SFB is so great... and why I eventually got board of SFC (I only played against the computer and could never loose. I can destroy a B-10 with a Fed DDG; seriously).

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