It seems to me like small ships do pretty well throughout the game already |
Well the thing is that if they take one hit, which obviously they will, they are immediately destroyed by most larger ships. ESPECIALLY later in the game. Sure they do well if they are not targetted first though.
Smaller ships might survive longer, but it's unlikely that they'd be able to punch through the Defenses of significantly larger ships often enough to make this work particularly well |
Well i've used them late in the game just for fun before and they do decent damage. All you have to do is give them no defences, which of course in the new version they can't be targetted first. With the no defences thing and the proposed bonus they could last just almost as long as large ships with defences. Of course the first time they fail their roll they will be immediately destroyed.
They can do damage. The easy way to do it is to give them one of those expensive weapons that have huge damage bonses. Like the evil weapons, for example. I dont remember how much space they have off hand but i'm sure you could put 2 weapons on their. I could be wrong though.
That carrier module idea i think is great as well. But heres an alternate idea for it. Why not have a special "carrier fighter" craft that has to be loaded on those modules like civilians are onto troop transports
Or
better yet they could be built like regular ships, except you DONT put engines on them. That way you can load them up with weapons and some defences. Then you can put like 5-10 (or whatever amount) attached to that ship and they will move in the fleet as the same speed as the carrier. THAT would definately give them a decent advatage out of the box even without combat bonuses. A cheap, offensive unit that can't move without a large ship with that module.
That is a GREAT idea. That would probably solve everything.
The only thing is though with that idea is that you could build a super ship with, say, 20 engines and then have the fighters their. I read that in another post. However if the module is enormous that wouldn't be a problem. However as a result of this I think my first idea, which would work like Master of Orion 2 possibly, would be better and more balanced.
btw, heres my alternative idea to giving "bonuses" to tiny ships that i posted somewhere else
Well obviously, it seems, using the small ships like this would be unbalanced.
What you do is have carrier modules work like on Master of Orion 2. Each module has a set number of ships assigned to it. However you design that ship, so you can choose how it looks or whatever, and that is what goes into the modules. If its destroyed it will be replenished automatically after the battle. However it will only be able to have enough spaces for a couple of weapons.
OR you just design its looks, and its damage and such is automatically calculated based on your technology. Their would be 3 types of ships, one with beam, one with missile, and one with guns, that come in 3 different modules.
To expand on it further they could try this idea off the top of my head. Each module would come with some small ships and some larger ships. The larger ones will do more damage and the smaller ones will "escort" the larger taking damage first when attacked. Or the smaller ones attack the larger "bomber" fighters of the enemy and the bomber ships attack the large fleet ships.
I personally think, after reading some posts, that this would work better. Then its working more like a ship weapon and not some seemingly easily exploitable combat bonus. |