Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on June 07, 2013, 12:58:36 PM

Title: Fighter Update
Post by: Alex on June 07, 2013, 12:58:36 PM
Blog post here (http://fractalsoftworks.com/2013/06/07/fighter-update/).
Title: Re: Fighter Update
Post by: BillyRueben on June 07, 2013, 01:11:33 PM
Nice. Did I read that wrong, or are all fighter wings now going to be instantly repaired outside of combat, regardless of having a flight deck or not? Also, does it consume supplies directly to repair your fighters? You did mention it takes CR, which uses supplies in a round about way, but does it use supplies directly?
Title: Re: Fighter Update
Post by: Alex on June 07, 2013, 01:15:37 PM
Nice. Did I read that wrong, or are all fighter wings now going to be instantly repaired outside of combat, regardless of having a flight deck or not?

Correct. "It just needs a new paint job!"

Also, does it consume supplies directly to repair your fighters? You did mention it takes CR, which uses supplies in a round about way, but does it use supplies directly?

Just CR, no direct supply use. Fighter CR recovery is fairly costly in terms of supplies, and also somewhat slow.
Title: Re: Fighter Update
Post by: icepick37 on June 07, 2013, 01:29:59 PM
AWEsome. Now I want to use fighters again.  :)
Title: Re: Fighter Update
Post by: Sproginator on June 07, 2013, 01:30:21 PM
Interesting. I look forward to seeing how this plays out in game....
Title: Re: Fighter Update
Post by: Faiter119 on June 07, 2013, 01:35:20 PM
Nice! Glad to see fighters get a buff, and getting the Astral a proper use :)
Title: Re: Fighter Update
Post by: James Sullivan on June 07, 2013, 01:50:37 PM
Sounds great, taking out carriers early on should be even more important.
Title: Re: Fighter Update
Post by: Natti on June 07, 2013, 01:53:04 PM
This makes fighteres way more viable, especially the cheap ones. Talons(?) are quite useless in the current release, to be honest, but with the system described in the blog post they'll be a constant annoyance, and in large numbers even a threat.
Title: Re: Fighter Update
Post by: MasterGlink on June 07, 2013, 02:07:11 PM
This is awesome, I can't wait for the update to come out and try out these new mechanics. I definitely wish there were more carriers and ships with flight decks though. Last I tried to make a fleet that had some fighters in the mix I couldn't find a good carrier ship I was pleased with and there really wasn't much choice to be had.
Title: Re: Fighter Update
Post by: phyrex on June 07, 2013, 02:09:07 PM
one particuliar (funny?) detail im denoting is that if my memory serves me right (please do correct me), i think only the astral as more than 1 flight deck, with every other carrier having only 1.

thats...i dont know, kinda akward ?
Title: Re: Fighter Update
Post by: Talkie Toaster on June 07, 2013, 02:14:26 PM
Looks good! How will we know how many fighters we can expect from a full CR squadron or whatever we happen to have- is it something flat like 'Replacing 50% of the wing costs 10% CR' or is it set per-wing so we could have small, but easy-to-replace wings?
Title: Re: Fighter Update
Post by: Sonlirain on June 07, 2013, 02:18:05 PM
one particuliar (funny?) detail im denoting is that if my memory serves me right (please do correct me), i think only the astral as more than 1 flight deck, with every other carrier having only 1.

thats...i dont know, kinda akward ?

Yeah the game needs a medium carrier with 2 flight decks.
Title: Re: Fighter Update
Post by: naufrago on June 07, 2013, 02:25:25 PM
Yesssssssss, this was exactly what I was hoping for (with some additional changes that make it work more nicely).

Now I wonder how frigates will compare to fighters. They're both getting enough changes that I can't theorycraft an answer, but I'm leaning more towards fighters at this point. The whole 'unable to be permanently destroyed' thing is pretty damn useful.

I'm especially worried about the fate of the Hyperion. It's powerful and mobile, but I'm not sure it'll be worth it if fighters and other frigates are more sustainable. Something I'll have to test out once the next version is released =3
Title: Re: Fighter Update
Post by: Alex on June 07, 2013, 02:34:21 PM
Yeah the game needs a medium carrier with 2 flight decks.

Absolutely agree.

Looks good! How will we know how many fighters we can expect from a full CR squadron or whatever we happen to have- is it something flat like 'Replacing 50% of the wing costs 10% CR' or is it set per-wing so we could have small, but easy-to-replace wings?

It'll say how many replacement chassis are available. Fighter wings also have a "CR to deploy fighter" stat, which is how much CR it costs per replacement as well. It's never really a question of replacing wings, though, but individual fighters. Unless you're losing wings, which means you don't have a carrier...


Now I wonder how frigates will compare to fighters. They're both getting enough changes that I can't theorycraft an answer, but I'm leaning more towards fighters at this point. The whole 'unable to be permanently destroyed' thing is pretty damn useful.

It's a good question. I haven't gotten enough of a feel for how the new fighters work to answer it, myself. Theory-crafting wise, every time a Talon is shot down, you should be seeing a "-100 credits" floaty in your mind. A Tempest, on the other hand "costs" around 500 credits to deploy (in supplies you'll use to recover the lost CR). Provided it doesn't take much damage, that is. So at least, comparing low end fighters to high end frigates, the frigate seems to win out on cost. Actual effectiveness is another matter, though, so it's pretty hard to compare.

Actually in the process of working some details out regarding how the supply-use-related part of this works, so some changes may occur.
Title: Re: Fighter Update
Post by: Sproginator on June 07, 2013, 02:58:47 PM
Alex, IMHO, You really need to add an assortment of new ships. There is just no real variation right now. It's all pick this if you want a carrier, This if you want an energy cruiser..... etc
Title: Re: Fighter Update
Post by: SeaBee on June 07, 2013, 04:03:14 PM
This is really exciting stuff. Fighters are going to be much more fun to use and fight against!
Title: Re: Fighter Update
Post by: Decer304 on June 07, 2013, 04:18:50 PM
Awsome, Fighters and Carriers actually have some use now. I'm excited.
Title: Re: Fighter Update
Post by: Gigalith on June 07, 2013, 04:35:13 PM
Loving the idea so far, especially that fighter wings don't die if you have a carrier. As-is, campaign fighters hardly last.

If replacements are automatically made, what's the point of individual fighters retreating? Lower supply cost to repair/no CR loss? Also, how does it pick what fighter to replace? First come first serve, by value, by order in the fleet screen, by wing closest to death?
 
Title: Re: Fighter Update
Post by: Gothars on June 07, 2013, 05:28:24 PM
Oh, I like it a lot. Seems to make anti fighter warfare a much more tactical sport. Single fighters flying around is nice too, in German you'd call the "livelier feel" having a high Wuselfaktor. I love me some Wuselfaktor, jawohl!
Hope the new assignments are flexible enough to meet the demands, though. Seems as if the shifting front lines of a battle could force you to relocate your rally points as often as CP permit.

Of course I have another bunch of questions, please take that as a sign of my great interest... :)


Will there be any direct difference in fighter replacement speed between carriers (with the same number of decks)? Or maybe there  will be a indirect effect because of better CR upkeep on certain ships? Or is a Gemini (freighter) still just as good a carrier as an Condor (dedicated carrier)?


Fighters stop deploying once they have dropped to 0% CR, right? Will the death of the last fighter mean the destruction of the wing?


And finally, about bombers and fighters returning for rearmament:

- Will it cost as much CR as replacing a craft? Less? Nothing?

- Say a Piranha wing lost one craft during a strike run. The two remaining bombers will now return to rearm. Assuming I have no rally point (out of CR or shifting front lines), will the replacement bomber go on another run on his own?
Title: Re: Fighter Update
Post by: Alex on June 07, 2013, 05:47:55 PM
Alex, IMHO, You really need to add an assortment of new ships. There is just no real variation right now. It's all pick this if you want a carrier, This if you want an energy cruiser..... etc

We'll probably end up adding a few ships, especially to fill in any gaps; such as that 2-deck carrier. I wouldn't expect anything crazy, though - the last thing I want is to have a bunch of ships without enough differentiation. There are already 30ish ships, too, so that's a pretty good number. Any new ships will be added judiciously, especially since there's likely to be a need for a number of non-combat ships in the future. Quality over quantity and all that.


If replacements are automatically made, what's the point of individual fighters retreating? Lower supply cost to repair/no CR loss? Also, how does it pick what fighter to replace? First come first serve, by value, by order in the fleet screen, by wing closest to death?
And finally, about bombers and fighters returning for rearmament:

- Will it cost as much CR as replacing a craft? Less? Nothing?

The CR hit is actually applied when a fighter is lost. So, a fighter that manages to return to a carrier amounts to a free replacement.
 
Oh, I like it a lot. Seems to make anti fighter warfare a much more tactical sport. Single fighters flying around is nice too, in German you'd call the "livelier feel" having a high Wuselfaktor. I love me some Wuselfaktor, jawohl!

Hah, that's a great word.

Hope the new assignments are flexible enough to meet the demands, though. Seems as if the shifting front lines of a battle could force you to relocate your rally points as often as CP permit.

Yeah, haven't played around with it enough to really say, though battle lines don't tend to shift *that* much. I'd thought about allowing "fighter rendezvous" on ships, but then it's a bit of a quagmire (why not allow "rally strike force", too? "defend"? etc?). Mulling it over in the back of my mind.


Will there be any direct difference in fighter replacement speed between carriers (with the same number of decks)? Or maybe there  will be a indirect effect because of better CR upkeep on certain ships? Or is a Gemini (freighter) still just as good a carrier as an Condor (dedicated carrier)?

Not at this point. I'm thinking about adding built-in hullmodsfeatures, though (i.e. a hullmod that can't be removed from a hull), that could do this among other things. Not 100% on the idea, though.

Fighters stop deploying once they have dropped to 0% CR, right? Will the death of the last fighter mean the destruction of the wing?

Right. And no, it won't. You'll get it back after the battle, just at 0% CR. Actually, if you deploy a wing but no carrier, and lose it but DO have a carrier, you'll be able to deploy that same wing in the next engagement within the same encounter.

- Say a Piranha wing lost one craft during a strike run. The two remaining bombers will now return to rearm. Assuming I have no rally point (out of CR or shifting front lines), will the replacement bomber go on another run on his own?

It'll try to rejoin its wing. If the path takes it over a viable target, it'll drop bombs, but otherwise it won't pick a target of its own.
Title: Re: Fighter Update
Post by: Gothars on June 07, 2013, 06:20:38 PM
Yeah, haven't played around with it enough to really say, though battle lines don't tend to shift *that* much. I'd thought about allowing "fighter rendezvous" on ships, but then it's a bit of a quagmire (why not allow "rally strike force", too? "defend"? etc?). Mulling it over in the back of my mind.

Indeed, why not? :)  Could cost double CP.

Another idea would be draggable rally points. Maybe allow all assignments to be moved once the first one was moved, for a (command channel) duration. Otherwise it would be quite CP costly at one CP per move, although even that would be an improvement about deleting old rally points. (Or use a more fine grained CP system, but that would not feel as nice.)

Might be unnecessary, but since its not only the battle line but also the carrier position and every hostile in between that matter, I'd expect it to be a nuisance.


It'll try to rejoin its wing. If the path takes it over a viable target, it'll drop bombs, but otherwise it won't pick a target of its own.

Smart :)
Title: Re: Fighter Update
Post by: MidnightSun on June 07, 2013, 08:37:58 PM
I'm liking this system. Makes much more sense intuitively, and solves a bunch of gameplay problems all at once. I do have one question though: how will crew casualties work with this system? If fighter wings cannot really be destroyed while carriers are active, does that mean that you won't take any casualties for any crew assigned to fighter wings when your fleet contains carriers?
Title: Re: Fighter Update
Post by: Silver Silence on June 07, 2013, 09:20:08 PM
Oh my. Could you imagine if fighters needed new crew for each loss? Some fighters need like 3 men to pilot.

"Could not launch fighter due to lack of available crew"


EDIT:
I sincerely hope not, else carriers are either gonna have to become troop transports, or you're gonna need enough of those troop transport ships to carry a planetary garrison.
Title: Re: Fighter Update
Post by: zakastra on June 08, 2013, 03:04:39 AM
This is a superb handling of the system, Every blog post I am astounded by your amazing insight into what makes a good game mechanic. Bravo Alex. bravo.

This also has another strong impact on the "one frigate kites the universe" playstyle, as that one frigate can't just kite away and snipe one fighter wing at a time, but has to deal with the constant trickle of reinforcements, It also means that a cruiser/capitol ship that can regularly take out 3/4 fighters of the wing but can never quite catch the last bugger will eventually destroy them out of attrition. Both of which are very good.

(I did used to love kiting huge fleets to death with a hyperion, But even so I heartily approve of these changes)
Title: Re: Fighter Update
Post by: frag971 on June 08, 2013, 07:59:29 AM
Awesome! One of my favorite playstyles is playing "The General" - having a strong carrier with lots of fighters and bombers doing the work.

Some questions tho:

-What about manned fighters VS unmanned drones?
Spoiler
Imo fighters lose CR because the pilot dies, but they can be improved from crew's rank (elite fighter pilot are better).
Drones on the other hand don't get better from crew rank but shouldn't lose any CR. In fact drones shouldn't have CR at all but consume supplies instead?
Perhaps take longer to rebuild? Maybe have different ships who can/can't deplot fighters or drones? Like a low-tech carrier can't deploy drones while a high-tech carrier can't deploy fighters and balance the crew/cr/supplies costs around it?
[close]

-What about the idea of different types of carriers for more ship variation?
Spoiler
Things like:
a catapult - fighters launch instantly at full speed
landing strip - fighters land instantly without slowing down
factory - much faster rebuild speed
external dock ports - faster rearm but can't rebuild
[close]

-Will there ever be an in-battle ammo resupply and repairs and will carriers support that role or would it be a separate "weapon" or ship?
Spoiler
Resupply ships that launch from carrier and deliver ammo to others.
Repair drones that repair other ships and resupply from carrier.
[close]

-Any plans for phased carriers/fighters?

-Any plans for suicide "fighters"? Probably drones that are build from carrier and suicide into other ships for lots of damage?
Title: Re: Fighter Update
Post by: Gothars on June 08, 2013, 09:22:43 AM

-What about manned fighters VS unmanned drones?

I suspect that you are taking about Wasp- and Mining-wings? They actually ceased being drones back when ship systems were introduced, they are manned now. Drones only exist as ship systems now and are unrelated to crew or CR.
Title: Re: Fighter Update
Post by: Jazwana on June 08, 2013, 06:19:25 PM
re: crew deaths-

The max crew size for fighter wings should be increased to a "squadron size" say 20-50 pilots with the skeleton size still the bare minimum to field your 4 talons.  Then you just end up burning through 1 or 2 crew for each fighter killed... expensive, but hey, pilots are people too, you know.  And no-one ever liked Gold 4 anyway.  ::)
Title: Re: Fighter Update
Post by: Vinya on June 08, 2013, 07:19:54 PM
Love the buff, though I am somewhat disappointed that you didn't mention anything about carriers actually carrying fighters into battle/in the campaign map. For a fleet I can't imagine having fighter flying around your formation having much point other than wasting fuel and training new pilots. Having to actually deploy your carrier (assuming you have one in-fleet) to deploy your fighters makes some sense, but I suppose they could be deployed off-combat and fly into the fray.


Can't wait to massacre pirates with swarms of Wasps now :3
Title: Re: Fighter Update
Post by: CrashToDesktop on June 08, 2013, 08:22:46 PM
I'm silently admiring this update. :) Don't expect me not to love fighters even more now...
Title: Re: Fighter Update
Post by: MidnightSun on June 08, 2013, 10:23:47 PM
The max crew size for fighter wings should be increased to a "squadron size" say 20-50 pilots with the skeleton size still the bare minimum to field your 4 talons.  Then you just end up burning through 1 or 2 crew for each fighter killed... expensive, but hey, pilots are people too, you know.  And no-one ever liked Gold 4 anyway.  ::)

Waiting for Alex's official answer on this, but my thoughts:

The system you mentioned above would get really expensive really quickly. Fighter-heavy fleets will probably be very supply-intensive under this system, so burning through even green crew would be crippling.

I was thinking that a hand-wavy explanation would be that fighter crew "eject" when their craft are destroyed, and so perhaps you don't generally lose pilots unless you actually lose the entire wing (if your fleet is carrier-less).

But I could see how this would then make putting elite pilots in fighters a no-brainer. A less-elegant solution to this would be making crew loss in fighter wings proportional to CR decreases below a certain point (50%?). So, if you're ending the battle with the CR on a particular wing at 20%, you might lose one or two unlucky pilots who didn't get a chance to eject.

Love the buff, though I am somewhat disappointed that you didn't mention anything about carriers actually carrying fighters into battle/in the campaign map. For a fleet I can't imagine having fighter flying around your formation having much point other than wasting fuel and training new pilots. Having to actually deploy your carrier (assuming you have one in-fleet) to deploy your fighters makes some sense, but I suppose they could be deployed off-combat and fly into the fray.

That's an interesting point. A nice (and easy?) solution could be spawning fighter wings from the largest friendly carrier if one is already on the field, or spawning normally if a carrier has not entered battle.
Title: Re: Fighter Update
Post by: Alex on June 08, 2013, 11:02:59 PM
This is really exciting stuff. Fighters are going to be much more fun to use and fight against!

Hey hey!

I'm liking this system. Makes much more sense intuitively, and solves a bunch of gameplay problems all at once. I do have one question though: how will crew casualties work with this system? If fighter wings cannot really be destroyed while carriers are active, does that mean that you won't take any casualties for any crew assigned to fighter wings when your fleet contains carriers?

I'm thinking there'll be a chance to lose crew for every fighter lost. The chance probably won't be too high, ejection systems and all that.

-Will there ever be an in-battle ammo resupply and repairs and will carriers support that role or would it be a separate "weapon" or ship?

Pretty much no. Thought about ammo resupply, just don't like it. Too fiddly, and ammo is not a mechanic I generally want to highlight in the first place. Repair drones could concievably come up as a ship system, but I don't have any specific plans in that direction.

-Any plans for phased carriers/fighters?

Carriers, probably not. Fighters, maybe. As far as actual plans, no on both counts.

-Any plans for suicide "fighters"? Probably drones that are build from carrier and suicide into other ships for lots of damage?

Those are called missiles :)

... but I suppose they could be deployed off-combat and fly into the fray.

Right, that's how I'm envisioning things. I'd imagine that all the fighter wings get scrambled ahead of the engagement to avoid the danger inherent in masses of fighters taking off mid-battle.
Title: Re: Fighter Update
Post by: Silver Silence on June 08, 2013, 11:13:25 PM
-Any plans for suicide "fighters"? Probably drones that are build from carrier and suicide into other ships for lots of damage?

Those are called missiles :)


But- But- But-........Drones (http://images.wikia.com/stargate/images/1/1a/CityshipDroneStorage.jpg)~.....  :P
Title: Re: Fighter Update
Post by: MidnightSun on June 08, 2013, 11:34:53 PM
I'm thinking there'll be a chance to lose crew for every fighter lost. The chance probably won't be too high, ejection systems and all that.

Hmm, guess that works. A constant for all fighters, or would it vary between, say, Talon fighters and top-of-the-line Xyphos fighters?

For simplicity's sake it could remain a constant value, as the inevitable loss of more Talons would result in increased crew losses anyway (motivating you to stock them with green pilots).
Title: Re: Fighter Update
Post by: Sir Scarfalot on June 09, 2013, 12:20:36 AM
WOOOOOOOOOOO

Yeah! I actually never use anything short of full-scale Xyphos wings in the current version, since anything less are crew sinks. Even if one of my guys dies (rare, I play conservatively), I usually lose just one crewman. Talons especially are insanely expensive to field in terms of bodies, so other than Xyphos the lightest things I field are Tempests. But now, it looks like the unshielded fighters are making a comeback...  ;D

Reminds me; could there perhaps be fighter refits? Like, fighters use "fighter-size" weapons, and buying them in bulk could be part of their repair cost, and occasionally some of the fighter weapons can be recovered? Modified fighters, anyone? :P
Title: Re: Fighter Update
Post by: PCCL on June 09, 2013, 01:52:30 AM
since we're already getting a mechanic to change where a unit is deployed from, maybe we can use that to allow carrier deployments?
Title: Re: Fighter Update
Post by: Jonlissla on June 09, 2013, 03:42:11 AM
Reminds me; could there perhaps be fighter refits? Like, fighters use "fighter-size" weapons, and buying them in bulk could be part of their repair cost, and occasionally some of the fighter weapons can be recovered? Modified fighters, anyone? :P

That question has been asked before a long time ago, and the answer was no, we will not be able to refit or modify fightercraft.

With this recent update however it would be interesting if we could atleast add hullmods to them.
Title: Re: Fighter Update
Post by: InfinitySquared on June 09, 2013, 05:45:25 AM


-What about the idea of different types of carriers for more ship variation?
Things like:
a catapult - fighters launch instantly at full speed
landing strip - fighters land instantly without slowing down
factory - much faster rebuild speed
external dock ports - faster rearm but can't rebuild


+1 this.
Title: Re: Fighter Update
Post by: RawCode on June 09, 2013, 07:31:25 AM
carrier types can be implemented as exclusive hull mods, ever if this is not going to be implemented in vanilla, this part of ship stats shoud be exposed to API.
Title: Re: Fighter Update
Post by: Raitor on June 10, 2013, 12:21:38 PM
Simply cannot wait!

Now this is just an idea but as far as shopping in the campaign I see it in 2 separate entities.

Buy a wing. Cheap set of fighters if you don't have the facilities to fabricate more of them.

Buy a factory/hangar. A much more costly hangar that's installed like a weapon system on a carrier ship.

This allows for someone without carrier support to invest in some fighter wings for cheap. A bit like what we have right now.

But it also gives each carrier a set fighter type(s)/wing(s) assigned to it.

For example you could decide to bring in your carrier with bombers go flank the capital ships while you keep the one with the interceptors closer to your fleet.

I dunno just a random idea that seemed ok in my head.
Title: Re: Fighter Update
Post by: ArkAngel on June 10, 2013, 12:36:22 PM
Simply cannot wait!

Now this is just an idea but as far as shopping in the campaign I see it in 2 separate entities.

Buy a wing. Cheap set of fighters if you don't have the facilities to fabricate more of them.

Buy a factory/hangar. A much more costly hangar that's installed like a weapon system on a carrier ship.

This allows for someone without carrier support to invest in some fighter wings for cheap. A bit like what we have right now.

But it also gives each carrier a set fighter type(s)/wing(s) assigned to it.

For example you could decide to bring in your carrier with bombers go flank the capital ships while you keep the one with the interceptors closer to your fleet.

I dunno just a random idea that seemed ok in my head.
But if you could just add hangars then what's the point of traditional carrier ships? I just don't think it could work.
Title: Re: Fighter Update
Post by: flashydragon on June 10, 2013, 03:57:29 PM
Mmmm, i don't think that's what he's saying ArkAngel. If there were a hull-mod that would allow 1-2 fighters harbor, that would still be less powerful than a full carrier, but yet still allow for options. carriers could take the hull-mod too (perhaps earning extra bonuses. :-*)

Loving the fighter update in general BTW! Gives it a bit more RTS-y feel, which always scores more points in my book. 8)
Title: Re: Fighter Update
Post by: DeathRay on June 11, 2013, 07:27:57 AM
I'm not sure if it was said earlier, but what about the incombat replacement of fighters with a carrier which arrives later?

Lets say I have a large engagement and I can't deploy my full fleet, so I only deploy a few wings and and a destroyer. Then the wings get destroyed by an frigate and afterwards I call in my carrier. Will it than start to reproduce the wings or are they lost for the duration of that engagement?

PS: I just want to thank Alex for this awsome game ;D
Title: Re: Fighter Update
Post by: Vinya on June 11, 2013, 07:34:55 AM
-Will there ever be an in-battle ammo resupply and repairs and will carriers support that role or would it be a separate "weapon" or ship?

Pretty much no. Thought about ammo resupply, just don't like it. Too fiddly, and ammo is not a mechanic I generally want to highlight in the first place. Repair drones could concievably come up as a ship system, but I don't have any specific plans in that direction.


Then why are there sprites for munitions ships, and munitions bays on some ships like the Odyssey? I always thought the orange bays were for munitions drones, so some ships could resupply other ships but munitions ships were generally un/lightly armed.
Title: Re: Fighter Update
Post by: Gothars on June 11, 2013, 08:15:53 AM
I'm not sure if it was said earlier, but what about the incombat replacement of fighters with a carrier which arrives later?
Lets say I have a large engagement and I can't deploy my full fleet, so I only deploy a few wings and and a destroyer. Then the wings get destroyed by an frigate and afterwards I call in my carrier. Will it than start to reproduce the wings or are they lost for the duration of that engagement?

From what I deduce, they will be gone for that engagement, but will be available again in the next engagement of the same encounter (so if you lost them during a fight and the enemy flees, they will be available in the following escape scenario).



Then why are there sprites for munitions ships, and munitions bays on some ships like the Odyssey? I always thought the orange bays were for munitions drones, so some ships could resupply other ships but munitions ships were generally un/lightly armed.

They were planned at the beginning, or at least under consideration. I think David might have been a bit too enthusiastic with drawing them ahead of time :)  Same goes for the old phase ship sprites.
Title: Re: Fighter Update
Post by: Alex on June 11, 2013, 02:11:28 PM
Simply cannot wait!

Now this is just an idea but as far as shopping in the campaign I see it in 2 separate entities.

Buy a wing. Cheap set of fighters if you don't have the facilities to fabricate more of them.

Buy a factory/hangar. A much more costly hangar that's installed like a weapon system on a carrier ship.

This allows for someone without carrier support to invest in some fighter wings for cheap. A bit like what we have right now.

But it also gives each carrier a set fighter type(s)/wing(s) assigned to it.

For example you could decide to bring in your carrier with bombers go flank the capital ships while you keep the one with the interceptors closer to your fleet.

I dunno just a random idea that seemed ok in my head.

Hmm. I'm not sure we need finer granularity than having a flight deck (which essentially entails a mini-autofac to produce fighter chassis.)

Assigning wings to specific carriers is something I'd thought about. Too much mircomanagement for my taste, though.


Lets say I have a large engagement and I can't deploy my full fleet, so I only deploy a few wings and and a destroyer. Then the wings get destroyed by an frigate and afterwards I call in my carrier. Will it than start to reproduce the wings or are they lost for the duration of that engagement?
From what I deduce, they will be gone for that engagement, but will be available again in the next engagement of the same encounter (so if you lost them during a fight and the enemy flees, they will be available in the following escape scenario).

Right, lost for the duration of that engagement.

PS: I just want to thank Alex for this awsome game ;D

Thank you, glad you like it :)



Then why are there sprites for munitions ships, and munitions bays on some ships like the Odyssey? I always thought the orange bays were for munitions drones, so some ships could resupply other ships but munitions ships were generally un/lightly armed.

...
I think David might have been a bit too enthusiastic with drawing them ahead of time :)

Yeah, that. I wouldn't draw too many conclusions based on what you see in the ol' graphics folder :)
Title: Re: Fighter Update
Post by: Nanostrike on June 11, 2013, 03:42:04 PM
This all sounds good so far, but while thinking this over, I came up with a couple questions:

1) How will this work with multiple carriers?  Will each resupply every Fighter Wing equally or will certain wings go towards certain carriers?

2) How will this impact Bombers/Torpedo Bombers?  You said they'll break off from their squad and repair as needed, which is good.  However, Bombers and Torpedo Bombers gain a LOT of their impact from being in formation and deploying all of their ordinance at once as a squad.  Having them break off from their formation and go in one-at-a-time would make them largely useless.

Will "Rally Strike Force" make them form up as a full squad before going on another run?

3) How will this impact your Fighter management on the Tactical Map?  It may get iffy to be ordering a squadron to intercept something...then notice that only one is actually in combat, while another one is retreating and yet another one just got re-deployed from the carrier.  Seeing dots all over the place could get really messy.
Title: Re: Fighter Update
Post by: CrashToDesktop on June 11, 2013, 04:02:49 PM
So, will fighters vitually be indestructable with the next patch?  Like, if you kill off the entire wing, they'll just come back with a fresh fighter?  I understand that once it's CR runs to 0%, the carrier cannot produce any more fighters from that wing.  But from what I read, it says that it is unavailable for the rest of the battle, but NOT the campaign screen - you'll still have a fighter wing if that happens.
Title: Re: Fighter Update
Post by: Gothars on June 11, 2013, 04:53:51 PM
1) How will this work with multiple carriers?  Will each resupply every Fighter Wing equally or will certain wings go towards certain carriers?

Assigning wings to specific carriers is something I'd thought about. Too much mircomanagement for my taste, though.
I'd guess it's a function of distance and busyness of all carriers, whoever can provide service fastest does so.


2) How will this impact Bombers/Torpedo Bombers?  Having them break off from their formation and go in one-at-a-time would make them largely useless.
Will "Rally Strike Force" make them form up as a full squad before going on another run?

As it seems they will try to rejoin even without a rally point:

- Say a Piranha wing lost one craft during a strike run. The two remaining bombers will now return to rearm. Assuming I have no rally point (out of CR or shifting front lines), will the replacement bomber go on another run on his own?
It'll try to rejoin its wing. If the path takes it over a viable target, it'll drop bombs, but otherwise it won't pick a target of its own.



So, will fighters vitually be indestructable with the next patch?

As long as you have a flightdeck in your fleet, fighters can't be lost. I'd assume that their blueprints are stored on board.
Without a single flight deck, fighter wing loss is permanent.
Title: Re: Fighter Update
Post by: CrashToDesktop on June 12, 2013, 12:11:33 PM
Well, I guess Carriers will become even larger targets in the long run then, huh?

As a side note, with the massive increase in the usefulness of carriers with the next update, will the Astral in particular be made a bit squishier?
Title: Re: Fighter Update
Post by: Gothars on June 12, 2013, 01:35:08 PM
Well, I guess Carriers will become even larger targets in the long run then, huh?

In theory, you could always keep one carrier out of combat and make your fighters immortal that way (as long as you don't get in an escape scenario where it is auto-deployed). Of course the extra LR impact and the fact that they can't support fighters inside a battle are a costly price to pay for that security.
In general I think hunting down carriers will be much more important now, which will hopefully bring more tactic into the game :)


As a side note, with the massive increase in the usefulness of carriers with the next update, will the Astral in particular be made a bit squishier?

I hope not, it is hardly overpowered atm.
Title: Re: Fighter Update
Post by: Gigalith on June 12, 2013, 02:45:27 PM
So, will fighters vitually be indestructable with the next patch?

As long as you have a flightdeck in your fleet, fighters can't be lost. I'd assume that their blueprints are stored on board.
Without a single flight deck, fighter wing loss is permanent.
Ah. The lore section in my brain is satisfied with this explanation for fighter wing-immortality.

Now if we can only think of an explanation for why a fully-destroyed fighter wing can't redeploy...
Title: Re: Fighter Update
Post by: Gothars on June 12, 2013, 03:41:06 PM
Now if we can only think of an explanation for why a fully-destroyed fighter wing can't redeploy...

My personal explanation is based on the current explanation. Right now you have a DRM scheme that allows you to reproduce fighters as often as you want, but revokes the license if all get destroyed.
The same is true in the new version, but with one key difference: it is hackable. A license can now be reset after it gets revoked through wing destruction. That is a procedure that takes time though, it can't be done during combat.
Title: Re: Fighter Update
Post by: MidnightSun on June 12, 2013, 04:25:09 PM
As a side note, with the massive increase in the usefulness of carriers with the next update, will the Astral in particular be made a bit squishier?

I hope not. It's pretty much next to useless (especially at its current OP cost) at the moment, and with its frontal (albeit 360 degree) shield, it's very vulnerable to attack.
Title: Re: Fighter Update
Post by: xenoargh on June 13, 2013, 02:00:36 AM
Crazy idea: 

Instead of carriers in general, with all this worry about crew and stuff, simply have some mobile autofacs that can produce different things, where CR represents how far they deviate from ideal build speeds?

For example, one's building fighters; these get built in units over time and are deployed as long as you have live crew to man them.  Use the AI you've presumably already developed to keep them alive; I really like that idea and it fixes a lot of issues.

But why stop there? 

Another one's building support drones- ammo supply drones, repair drones, for example.  I know that ammo supply keeps getting shelved, but I think it's largely because you've seen it as ships leaving combat, filling up, coming back, which would be clunky.  What if it was done with small, fast drones that basically acted like friendly missiles, though?  That would be different; it'd give the game lines of supply that mattered without a major hassle.

But why stop there, when it could become a very RTS-like experience with relatively small amounts of new code? 

Another one's sucking up asteroids to provide supply.  Another one's attempting to self-replicate.

Just a wild idea, but it might really give the larger battles a stronger RTS feel; autofacs like that would become the prime objectives, because otherwise the enemy can win on long-term attrition. 

It'd make battles longer and more interesting without having to resort to multiple waves, too, which is one of the things that isn't much fun and there aren't any wonderful ways to fix it, either. 

Add in proportional losses at the end, so that giant fleets can engage at scales PCs can handle but the battles are longer and richer and offer more ways to evolve over time, instead of mainly being either kiting operations or purely Fleet o' Doom stacking stuff breaking waves.  And from a balance / design POV, the "strategic" AI wouldn't have to be terribly bright; it could just get an advantage in terms of build-times or resources or both, like in most RTS games. 

It'd be really cool and interesting to have a Total Annihilation feel to things, where your drone fleet could suck up the wreckage and asteroids and re-use their resources to make new ships or repair what you have.
Title: Re: Fighter Update
Post by: Codex on June 13, 2013, 04:32:49 AM
Hi, new to the game, just dropped a dozen hours into it and one thing I noticed is that fighters/bombers seem to cost waaaaay too much FP when compared to capital ships.

Yes, I know they get the benefit of repairs/rearming from a cruiser, BUT COME ON!  5-10 FP?!?  A cap is 20.  TWENTY!  The four Gladius fighters last less than 2 secs against a capital ship. 

Either decrease the fighters FP or increase the capitals FP.  I think all the other ship classes FP are fine, but.... the way fighters and capitals are now... it's not balanced.

 :-\
Title: Re: Fighter Update
Post by: Histidine on June 13, 2013, 05:03:32 AM
Hi Codex!

Hi, new to the game, just dropped a dozen hours into it and one thing I noticed is that fighters/bombers seem to cost waaaaay too much FP when compared to capital ships.

Yes, I know they get the benefit of repairs/rearming from a cruiser, BUT COME ON!  5-10 FP?!?  A cap is 20.  TWENTY!  The four Gladius fighters last less than 2 secs against a capital ship. 

Either decrease the fighters FP or increase the capitals FP.  I think all the other ship classes FP are fine, but.... the way fighters and capitals are now... it's not balanced.

 :-\
Capitals have a disproportionate firepower to FP ratio at the moment (you can see a previous discussion on this here (http://fractalsoftworks.com/forum/index.php?topic=5440.0)). This will probably be balanced out in future updates by strategic factors such as operating costs and travel speed, as well as availability.

As for fighters, well, you've probably read the blog post linked from the start of the thread :) I think we can expect fighters to be a lot more fearsome next version.
Title: Re: Fighter Update
Post by: Lopunny Zen on June 14, 2013, 12:11:39 AM
i hope this wont impact me...im a carrier guy and i have alot of fighter wings...will it be worse for me?
Title: Re: Fighter Update
Post by: arcibalde on June 14, 2013, 05:22:21 AM
i hope this wont impact me...im a carrier guy and i have alot of fighter wings...will it be worse for me?
This will be very  GOOD for you.
Title: Re: Fighter Update
Post by: Nanostrike on June 14, 2013, 08:59:47 AM
Fighters being more useful will HOPEFULLY even out the lowtech/midline vs high-tech balance.  Tri-Tachyon ships can only really be caught by Fighters...and a ton of Broadswords can easily keep their flux high.  The problem was always the Broadswords getting wiped.

Hopefully this'll mitigate that.
Title: Re: Fighter Update
Post by: Jonlissla on June 14, 2013, 02:31:10 PM
i hope this wont impact me...im a carrier guy and i have alot of fighter wings...will it be worse for me?

Quite the opposite. It will be a gigantic buff to fightercraft.

With this update and now that FP is gone, we might see a proper use for Warthog and Gladius fighters.
Title: Re: Fighter Update
Post by: Silver Silence on June 14, 2013, 06:18:48 PM
I don't know about that. From what I've read, there's no changes to the fighters so they can still be massacred as easily as they are now, just now they're a bit harder to kill as they back off for repairs individually.
Title: Re: Fighter Update
Post by: Thaago on June 14, 2013, 07:40:02 PM
Except that if you have a carrier on the field, even if a fighter squad is completely destroyed it will come back (with reduced CR, until down to 0). All those times that you lose the last fighter in a squad as its heading back to repairs? Your fighters are still going to be rebuilt. MASSIVE buff.

[Edit] As long as you have a carrier, and its working on a replacement. So with sufficient carriers you will hardly ever going to have fighters leaving the fight.

...

With this update and now that FP is gone, we might see a proper use for Warthog and Gladius fighters.

I really hope so. I love these fighters but they are pretty much useless as is.

I would like fighters to get a big (+50 all?) speed increase, but that might not be necessary with the changes. Then again, with frigates being faster (maybe?) its so hard to tell. The bombers at least need something so they can hit their targets.
Title: Re: Fighter Update
Post by: BillyRueben on June 14, 2013, 08:23:08 PM
I think the bombers should be given a speed boost once they start an attacking run. Not quite sure of the coding behind it, but I think it would make them much more useful. It would also be nice if those bombs that the Piranha drop wouldn't hit allies.
Title: Re: Fighter Update
Post by: Nanostrike on June 15, 2013, 04:13:55 PM
Wait, what was that about FP being gone?  Did I miss something?
Title: Re: Fighter Update
Post by: Gothars on June 15, 2013, 07:11:14 PM
Wait, what was that about FP being gone?  Did I miss something?

Seems so. During combat they are renamed to Deployment Points, in the campaign they are completely replaced by the  impact a ship has on the logistics rating (http://fractalsoftworks.com/2013/05/25/logistics-fleet-management/).
Title: Re: Fighter Update
Post by: Nanostrike on June 16, 2013, 08:48:52 AM
In any event, I hope the Bomber and Torpedo Bomber AI is improved.  I feel like punting my keyboard out the window every time I watch a squadron of Veteran/Elite Pirhanas or Daggers miss a bombing run on a non-moving target by a MILE, then turn to fly head-on into Point Defense fire en-route to reload.

Or watching them plow into the front guns of a zero-flux, shields-up Cruiser that destroys them without even taking a decent amount of flux damage while ignoring a high-flux target nearby.



I'm definitely gonna have fun with the un-killable fighters, though.   It'll be nice to have Gladius/Warthog wings that won't be a complete loss if they get wiped out by random missiles hitting them.  And I think swarms of Talons might actually become a viable (If somewhat pricy) tactic.
Title: Re: Fighter Update
Post by: Jonlissla on June 16, 2013, 10:56:27 AM
It'll be nice to have Gladius/Warthog wings that won't be a complete loss if they get wiped out by random missiles hitting them.  And I think swarms of Talons might actually become a viable (If somewhat pricy) tactic.

Talons have always been viable. They're cheap as dirt, very fast, and come in decent numbers that can easily overload shields. They are, by far, the best fightercraft next to the Broadsword in terms of cost effectiveness. Same thing goes with the Hound. Surprisingly effective ships despite their reputation.
Title: Re: Fighter Update
Post by: xenoargh on June 16, 2013, 12:19:20 PM
Quote
Seems so. During combat they are renamed to Deployment Points, in the campaign they are completely replaced by the  impact a ship has on the logistics rating.
Yay, that's definitely a step in the right direction :)
Title: Re: Fighter Update
Post by: Nanostrike on June 19, 2013, 06:29:08 PM
I'd still like a Hullmod, perhaps called "Focused Targeting AI" that's the reverse of the Point Defense AI; It will convert all PD weapons to non-PD weapons.  This would let things like Burst Lasers, Vulcan Cannons, and Guardian PD systems not waste all of their charges on the Swarm Missiles that the Pirahanas and Broadswords spam and actually target the fighters!

It'd be a tactical tradeoff, though, because those very same weapons would lose their PD flag and be unable to target missiles.  So if a wing of Daggers or Tridents get to fire their torpedos, you'd have nothing to shoot them down with aside from manual aiming...and that's not even mentioning Piliums or Salamanders!

I seriously think it should be considered, though.  Because with fighters being an ever-present, respawning threat, Vulcans and Burst Lasers need to be made more viable against them.  I can't count how many times I've watched my burst lasers waste every single charge on Swarmers or nearby random missile spam while fighters get away without a scratch.
Title: Re: Fighter Update
Post by: Lopunny Zen on June 21, 2013, 11:14:12 AM
besaides...i have a carrier that has 4 decks...and i use them all o.o
Title: Re: Fighter Update
Post by: Gaizokubanou on June 21, 2013, 11:16:22 AM
This sounds awesome.  Now only if I was able to actually try it soon ;D

BTW if 3 deck on Astral is an overkill in current scale of the game, exactly how epic of an battle are things going to get in proper final end game phase?!?  Another awesome hint at good things that should come... someday!
Title: Re: Fighter Update
Post by: Nanostrike on June 21, 2013, 09:32:22 PM
This sounds awesome.  Now only if I was able to actually try it soon ;D

BTW if 3 deck on Astral is an overkill in current scale of the game, exactly how epic of an battle are things going to get in proper final end game phase?!?  Another awesome hint at good things that should come... someday!

We still need proper (IE: NOT a Freighter like the Gemini or Condor or a mining ship like the Venture) Destroyer and Cruiser dedicated carriers.  Not to mention more high-tech carriers in general.  I hope this patch includes those.
Title: Re: Fighter Update
Post by: Gaizokubanou on June 22, 2013, 01:08:17 PM
I can see an argument for 2 deck carrier but how will a 'dedicated' destroyer-class carriers be any different from gemini or condor when those two are pretty bare bone already?  I think their relatively large cargo space actually makes a lot of sense for dedicated carrier design.  Lore says they are modded ships but gameplay wise they already fit the dedicated carrier role very well.
Title: Re: Fighter Update
Post by: Nanostrike on June 22, 2013, 06:35:26 PM
I can see an argument for 2 deck carrier but how will a 'dedicated' destroyer-class carriers be any different from gemini or condor when those two are pretty bare bone already?  I think their relatively large cargo space actually makes a lot of sense for dedicated carrier design.  Lore says they are modded ships but gameplay wise they already fit the dedicated carrier role very well.

I was thinking military-issue ones.  Very expensive, but very heavily-armed and armored.
Title: Re: Fighter Update
Post by: Cryten on June 30, 2013, 06:21:17 AM
Do you think that version 6 will be the last of the basic combat reworks? Im interested about when developement of the main game mode will start, Would be keen to see if it heads to a more mount and blade factions and ever deteriating relationships or goes to a more X series grand space worlds. Obviously not the giant simulation stuff though. Would be cool to see the game move out of alpha and into beta. Though I dont know if working on the galaxy counts as out of alpha. What is the boundary case?
Title: Re: Fighter Update
Post by: Alex on June 30, 2013, 12:33:27 PM
Well, most/all of the stuff in 0.6a is about the campaign, even if it involves the combat in some way. Even the fighter changes are driven by their connection to the campaign. I think I mentioned it elsewhere, but there's also some stuff we're working on behind the scenes that's not quite ready for prime-time yet :)

Though I dont know if working on the galaxy counts as out of alpha. What is the boundary case?

To me, "beta" means mostly feature-complete - still needing bugs fixed/balance worked on/content added, but not missing many major features. So, that's quite a ways off.
Title: Re: Fighter Update
Post by: CrashToDesktop on June 30, 2013, 06:32:46 PM
Alpha to me means "is the game engine and game working as intended?  No major game-breaking bugs?"  In my terms, this game is way past that objective. ;)
Title: Re: Fighter Update
Post by: BillyRueben on June 30, 2013, 07:09:32 PM
Alpha to me means "is the game engine and game working as intended?  No major game-breaking bugs?"  In my terms, this game is way past that objective. ;)

Well, when you make your game you can upgrade it to a beta when you feel like it.

AW SNAP!
Title: Re: Fighter Update
Post by: zakastra on July 01, 2013, 09:23:29 AM
Alpha to me means "is the game engine and game working as intended?  No major game-breaking bugs?"  In my terms, this game is way past that objective. ;)

Which is the current status So the game is in alpha, were it not the case, it would be in pre-alpha
Title: Re: Fighter Update
Post by: arcibalde on July 01, 2013, 10:44:03 AM
^^It is what it is people. Is it that important to label it with alpha, beta, gama, delta etc. It's work in progress and it will be done when is done.  ;D
Title: Re: Fighter Update
Post by: Upgradecap on July 01, 2013, 02:19:40 PM
Alpha to me means "is the game engine and game working as intended?  No major game-breaking bugs?"  In my terms, this game is way past that objective. ;)

Well, when you make your game you can upgrade it to a beta when you feel like it.

AW SNAP!


But.... He was complimenting the game on the fact that it's way better than it's current classification. Or have i missed sonething which would explain the above two posts.
Title: Re: Fighter Update
Post by: CrashToDesktop on July 01, 2013, 03:04:29 PM
...
It's just supposed to be a compliment. :/
Title: Re: Fighter Update
Post by: Reshy on July 01, 2013, 09:27:56 PM
So how will this work for single fighter squadrons like those found in mods?
Title: Re: Fighter Update
Post by: Gothars on July 02, 2013, 02:23:40 AM
So how will this work for single fighter squadrons like those found in mods?

What do you mean? It will work just like with fighter squads. No danger of destruction as long as a flight deck is available.
Title: Re: Fighter Update
Post by: phyrex on July 02, 2013, 10:19:57 AM
So how will this work for single fighter squadrons like those found in mods?

What do you mean? It will work just like with fighter squads. No danger of destruction as long as a flight deck is available.

maybe he meant about fighters splitting off formation for repairs ? nah, thats just silly...
Title: Re: Fighter Update
Post by: lStealtherl on July 02, 2013, 12:45:54 PM
So how will this work for single fighter squadrons like those found in mods?

What do you mean? It will work just like with fighter squads. No danger of destruction as long as a flight deck is available.

maybe he meant about fighters splitting off formation for repairs ? nah, thats just silly...

I think he meant single fighter, such as Erick Doe's Antediluvians Fighter Heavy Escort. Flight deck out, no worries! (or you don't have to deploy carrier either?)
Title: Re: Fighter Update
Post by: icepick37 on July 02, 2013, 01:44:32 PM
Well considering if your whole wing is lost it is out of the battle, single fighter wings will be much easier to take out of a fight, but they they will also probably peel off for repairs sooner now, so I dunno.

Seems risky. Not sure if they have cr related benefits or what.
Title: Re: Fighter Update
Post by: zakastra on July 02, 2013, 02:16:34 PM
Well considering if your whole wing is lost it is out of the battle, single fighter wings will be much easier to take out of a fight, but they they will also probably peel off for repairs sooner now, so I dunno.

Seems risky. Not sure if they have cr related benefits or what.

As I understand it, in the new implementation new fighters are simply re-spawned until the CR is gone. if a full wing gets blown to bits, the full wing is re-spawned, whether it is six wasps or a single heavy bomber.
Title: Re: Fighter Update
Post by: Gothars on July 02, 2013, 05:27:12 PM
Fighter wings will re-spawn as long as there is free flight-deck capacity. So, as long as you have at least as many flight decks as wings you can't lose a fighter wing.
If you have fewer flight decks than fighter wings, the only chance to lose a  wing is if one gets destroyed while all flight decks are busy re-producing fighters of another wing.
Title: Re: Fighter Update
Post by: phyrex on July 02, 2013, 06:08:32 PM
man, each patch compells me to restart playing starsector a lot, but 0.6 in particuliar feels bigger than the others.
cant wait
Title: Re: Fighter Update
Post by: Gothars on July 02, 2013, 06:39:51 PM
man, each patch compells me to restart playing starsector a lot, but 0.6 in particuliar feels bigger than the others.
cant wait

I'm pretty sure it will blow every previous patch out of the water :D
Title: Re: Fighter Update
Post by: icepick37 on July 02, 2013, 06:55:45 PM
...
...
Ah, thank you both for the clarifications. Yeah, so as far as I get it now, a single fighter wing will not be handled any different at all.

Also yeah, this patch sounds PREEEEEEETTY cool, haha.
Title: Re: Fighter Update
Post by: BillyRueben on July 02, 2013, 07:21:32 PM
Just reread the blog post and I'm excited again. Which of course means it is question time!

Are the fighter's stats being altered in this patch? (armor/hull adjustments, weapon loadouts, ect.)

Does the carrier's CR deplete as fighters are repaired/replaced?

On the offensive side, are there any plans on making bombers more effective either AI wise, armament wise, or in a logistical sense (credit cost or maintenance cost)?
Title: Re: Fighter Update
Post by: naufrago on July 02, 2013, 11:17:07 PM
Fighter wings will re-spawn as long as there is free flight-deck capacity. So, as long as you have at least as many flight decks as wings you can't lose a fighter wing.
If you have fewer flight decks than fighter wings, the only chance to lose a  wing is if one gets destroyed while all flight decks are busy re-producing fighters of another wing.

Hm? That's kind of odd to me. I'd thought the replacement fighters would just be queued up until none of the fighters need replacing, but I just re-read the blog post and you're actually right. I'll have to think about it, but I'm not sure I like that.

So, as long as you have at least as many flight decks as wings you can't lose a fighter wing.

Well, that's technically not true. Say you have 2 Talon wings, wing A and wing B, and 2 flight decks which are occupied replacing 2 lost fighters from wing A. If wing B gets killed off while wing A's fighters are still under construction, wing B would be taken out of the battle. What you said would be true if the fighter wings only contained a max of 1 fighter, though. To truly not risk having a fighter wing removed from the battle you'd need as many flight decks as fighters deployed (not fighter wings, fighters), minus the number of fighters in the smallest fighter wing, plus 1.

That scenario is the main reason I'm unsure whether I'm happy with the way it's implemented. It could mean that fighter wings with fewer fighters will be more desirable since it makes it less likely for a flight deck to be occupied at any one time, which reduces the chances of a fighter wing being taken out of the battle (assuming more than one fighter wing deployed at a time). The counterargument would be that a fighter wing with more fighters would be less likely to be completely killed off before a carrier starts churning out replacements.

It just seems like fighter wings with fewer fighters per wing would be more easily supported by fewer flight decks. Maybe if rebuild times vary between fighter wings, it'll be fine. Or maybe it's fine the way it is. This requires more thought, when it's not 2am.
Title: Re: Fighter Update
Post by: Silver Silence on July 03, 2013, 12:21:31 AM

Does the carrier's CR deplete as fighters are repaired/replaced?


If I remember reading correctly, the carrier's CR doesn't deplete as fighters are repaired, but the fighters' CR does and they become increasingly ramshackle with each repair. The carrier's CR does influence the speed of the repairs though.
Title: Re: Fighter Update
Post by: Gothars on July 03, 2013, 12:32:59 AM
Well, that's technically not true. Say you have 2 Talon wings, wing A and wing B, and 2 flight decks which are occupied replacing 2 lost fighters from wing A. If wing B gets killed off while wing A's fighters are still under construction, wing B would be taken out of the battle. What you said would be true if the fighter wings only contained a max of 1 fighter, though. To truly not risk having a fighter wing removed from the battle you'd need as many flight decks as fighters deployed (not fighter wings, fighters), minus the number of fighters in the smallest fighter wing, plus 1.

I kinda assumed that fighters of one wing would be preferably rebuild at the same flight deck (except if there's an excess of flight decks relative to wings). If not, a single Wasp wing flying into enemy PD could occupy even a huge carrier fleet (and endanger all fighters in it). It would also mean that the replacement fighters would have to come together from all over the map, depending on how the carriers are distributed.

Alex?
Title: Re: Fighter Update
Post by: Alex on July 03, 2013, 12:49:49 PM
On the offensive side, are there any plans on making bombers more effective either AI wise, armament wise, or in a logistical sense (credit cost or maintenance cost)?

Not at the moment. I'll definitely take a good look at it when the campaign is closer to completion, though.

Well, that's technically not true. Say you have 2 Talon wings, wing A and wing B, and 2 flight decks which are occupied replacing 2 lost fighters from wing A. If wing B gets killed off while wing A's fighters are still under construction, wing B would be taken out of the battle. What you said would be true if the fighter wings only contained a max of 1 fighter, though. To truly not risk having a fighter wing removed from the battle you'd need as many flight decks as fighters deployed (not fighter wings, fighters), minus the number of fighters in the smallest fighter wing, plus 1.

Right, that's how it works. Fighters do have different repair times, though - using the "refit time" column in wing_data.csv, if you're modding inclined.

So, Wasps only take 5 seconds per replacement. And, yeah, there's a chance of losing a wing if multiple wings get hammered at the same time, but since you don't lose them from your fleet - just for the battle - I think that's perfectly fine. (Mechanics-wise, this is mostly to avoid a special case of wings being "deployed" with no members, no way to get them off the field (no icon to click on!), etc. Pick whatever lore explanation you like to justify this behavior, or just look the other way :)).
Title: Re: Fighter Update
Post by: phyrex on July 03, 2013, 01:36:41 PM
On the offensive side, are there any plans on making bombers more effective either AI wise, armament wise, or in a logistical sense (credit cost or maintenance cost)?

Not at the moment. I'll definitely take a good look at it when the campaign is closer to completion, though.

Well, that's technically not true. Say you have 2 Talon wings, wing A and wing B, and 2 flight decks which are occupied replacing 2 lost fighters from wing A. If wing B gets killed off while wing A's fighters are still under construction, wing B would be taken out of the battle. What you said would be true if the fighter wings only contained a max of 1 fighter, though. To truly not risk having a fighter wing removed from the battle you'd need as many flight decks as fighters deployed (not fighter wings, fighters), minus the number of fighters in the smallest fighter wing, plus 1.

Right, that's how it works. Fighters do have different repair times, though - using the "refit time" column in wing_data.csv, if you're modding inclined.

So, Wasps only take 5 seconds per replacement. And, yeah, there's a chance of losing a wing if multiple wings get hammered at the same time, but since you don't lose them from your fleet - just for the battle - I think that's perfectly fine. (Mechanics-wise, this is mostly to avoid a special case of wings being "deployed" with no members, no way to get them off the field (no icon to click on!), etc. Pick whatever lore explanation you like to justify this behavior, or just look the other way :)).

it also finally make the astral more desirable !
Title: Re: Fighter Update
Post by: frag971 on July 03, 2013, 01:39:36 PM
So, Wasps only take 5 seconds per replacement. And, yeah, there's a chance of losing a wing if multiple wings get hammered at the same time, but since you don't lose them from your fleet - just for the battle - I think that's perfectly fine. (Mechanics-wise, this is mostly to avoid a special case of wings being "deployed" with no members, no way to get them off the field (no icon to click on!), etc. Pick whatever lore explanation you like to justify this behavior, or just look the other way :)).
Why not allow 0-fighters wings and have them build in combat? Or would that not make any sense coding-wise? Lore-wise means you got the schematics and you're ready to build them. Fighters would repair/replenish as normal ships do, say, one Wasp per 6 hours of travel-mode time?
Title: Re: Fighter Update
Post by: naufrago on July 03, 2013, 01:56:58 PM
Fighters do have different repair times, though - using the "refit time" column in wing_data.csv, if you're modding inclined.

Yeah, with variable repair time, I don't think I'll have a problem with it. Crisis averted!
Title: Re: Fighter Update
Post by: Nanostrike on July 03, 2013, 03:16:25 PM
Well, that's technically not true. Say you have 2 Talon wings, wing A and wing B, and 2 flight decks which are occupied replacing 2 lost fighters from wing A. If wing B gets killed off while wing A's fighters are still under construction, wing B would be taken out of the battle. What you said would be true if the fighter wings only contained a max of 1 fighter, though. To truly not risk having a fighter wing removed from the battle you'd need as many flight decks as fighters deployed (not fighter wings, fighters), minus the number of fighters in the smallest fighter wing, plus 1.

Right, that's how it works. Fighters do have different repair times, though - using the "refit time" column in wing_data.csv, if you're modding inclined.

So, Wasps only take 5 seconds per replacement. And, yeah, there's a chance of losing a wing if multiple wings get hammered at the same time, but since you don't lose them from your fleet - just for the battle - I think that's perfectly fine. (Mechanics-wise, this is mostly to avoid a special case of wings being "deployed" with no members, no way to get them off the field (no icon to click on!), etc. Pick whatever lore explanation you like to justify this behavior, or just look the other way :)).

I dunno.  Just like someone was saying, this would really gimp multi-fighter wings like Wasps because they'd be a liability to any other fighter wings on the field if some PD got lucky on them...

If you expand the number of Flight Decks on some of the carriers, I don't think this would be too much of an issue, but as it stands, having 2 wings of Wasps or Talons, even with multiple hangar decks, would literally be taking up potential repair space for more advanced, expensive, and important fighters.

An ability to give specific squadrons priority might be handy to fix this, although I'm not sure how well that could be added.  Basically, I don't want 4 wasps out of a single squadron getting swatted by a Dual Flak and greedily filling up both of my Hangar Bays and potentially getting my Xyphos' or Tridents knocked out of the battle.



Also, we're gonna need a significantly bigger variety of Carriers.  I'd like to see some almost-unarmed but lower FP-cost Carrier Destroyers, quite a few more Carrier Cruisers, and maybe some midline/lowtech Capital Ship Carriers.
Title: Re: Fighter Update
Post by: Reshy on July 03, 2013, 04:38:08 PM
So Alex, in fighter wings that only support one fighter do they survive if there's an open flight deck or are they lost for good?
Title: Re: Fighter Update
Post by: Alex on July 03, 2013, 04:52:35 PM
So Alex, in fighter wings that only support one fighter do they survive if there's an open flight deck or are they lost for good?

They survive.
Title: Re: Fighter Update
Post by: phyrex on July 03, 2013, 05:06:37 PM
forgive me for saying these cursed words, but...

when can we expect that patch ? it just looks so good  ;D
Title: Re: Fighter Update
Post by: ArkAngel on July 03, 2013, 06:57:59 PM
I'm gonna go with soontm.   ;) I'm also going to guess within 4 months. :P
Title: Re: Fighter Update
Post by: phyrex on July 03, 2013, 07:47:00 PM
I'm gonna go with soontm.   ;) I'm also going to guess within 4 months. :P

Spoiler
(http://media.tumblr.com/83ac1c97eb50eaf338a31776918cfc9d/tumblr_inline_mmcs8fAKMu1qz4rgp.gif)
[close]
Spoilered. Please don't post animated images w/o spoliers... or most other images, really. If in doubt, use spoilers. -Alex

:P
Title: Re: Fighter Update
Post by: Nanostrike on July 03, 2013, 10:17:14 PM
Oh, I have one minor suggestion for this patch, whenever it comes out:

-Allow Naming/Nicknaming of Fighter Squadrons.  They'd default to having no Nickname, but it'd be pretty cool to call that Gladius Wing that's been with me since the early game "The Myrmidons", or in a huge fleet, giving each wing a name corresponding to their role.  "Broadsword Wing Alpha-1".  "Pirhana Bomber Wing Beta-2", ect.

It'd really add more immersion and flavor to the game and, like when you lose a named ship, would make losing your fighters seem like a real, painful loss.
Title: Re: Fighter Update
Post by: Mattk50 on July 05, 2013, 08:08:54 AM
the mechanics relating to the permanent destruction of a wing have improved... however... the idea of a wing being a thing you can actually "destroy" while your carriers continually *** out replacements as long as one is left alive is still questionable.

good news all around though.
Title: Re: Fighter Update
Post by: Nanostrike on July 05, 2013, 10:57:31 AM
the mechanics relating to the permanent destruction of a wing have improved... however... the idea of a wing being a thing you can actually "destroy" while your carriers continually *** out replacements as long as one is left alive is still questionable.

good news all around though.

It makes Point Defense for valuable and carriers more of a priority target, IMO.  Now we just need to get some energy-based PD that is on-par with Flak.
Title: Re: Fighter Update
Post by: Mattk50 on July 05, 2013, 06:32:05 PM
Heh, the thing with energy PD is that you need a good amount of it before it gets effective. As soon as you hit that threashhold though, it's better.

THat line, in my experience, is all the small turrets on the side of an odyssey being PD.
Title: Re: Fighter Update
Post by: Nanostrike on July 05, 2013, 06:51:51 PM
Heh, the thing with energy PD is that you need a good amount of it before it gets effective. As soon as you hit that threashhold though, it's better.

THat line, in my experience, is all the small turrets on the side of an odyssey being PD.

Even in numbers, it doesn't respond well to swarms of missiles like Flak does.  And it basically wastes itself on Swarm Missile spam from Fighters/Bombers instead of actually targeting the fighters/bombers.  While Flak will shoot at missiles first, it's AoE means that it can typically hit the fighters at the same time, or at the very least take out multiple missiles.

Flak is just outright better than single-target PD right now due to that.  Even the mighty Burst Lasers will waste all of their charges on Swarm Missiles and ignore fighters.
Title: Re: Fighter Update
Post by: xenoargh on July 05, 2013, 09:49:04 PM
Yeah; flak weapons are so much more useful that I buffed up beam PD quite a lot in my mod. 

The AOE means that each shot of flak can kill multiple missiles per shot; their only real disadvantage is that they typically aren't effective vs. anything with significant armor, waste shots shooting at ships and shields because there isn't any way to stop them from shooting at those targets other than shutting them off and will eventually run out of ammo.
Title: Re: Fighter Update
Post by: Nanostrike on July 05, 2013, 10:36:54 PM
They need a Medium Energy PD that is viable and not a Burst PD Laser.

A Dual PD/Dual LR PD Laser would be nice.  Keep that near-perfect turn rate and tracking, but double the DPS (But flux too!) on missiles.  It'd be able to pop single missles incredibly well, but would keep with the energy PD's theme of being easily overwhelmed and swamped by masses of missiles.
Title: Re: Fighter Update
Post by: Alex on July 06, 2013, 08:41:47 AM
While discussing PD is completely off-topic, this comes up a fair bit, and there's a common misconception I want to clear up.

I think directly comparing energy and ballistic PD doesn't make sense - they don't generally compete for the same slots, or for the role of PD on the same ships. If you want to make an argument that energy PD is weak, that's potentially valid, though it should take into account the inherent properties of the ships it's usually found on. But if you want to argue that energy PD is weaker than flak, my response is "right, working as intended".
Title: Re: Fighter Update
Post by: xenoargh on July 06, 2013, 09:47:55 AM
Yeah, it works with the ships as designed; it just becomes obvious which is better than the other when you start playing around with Universal slots and suchlike.
Title: Re: Fighter Update
Post by: PCCL on July 06, 2013, 03:09:44 PM
a fair assessment, I feel

I rarely find missiles a problem in high tech ships, just cuz of their sheer agility and shield power.
Title: Re: Fighter Update
Post by: Jazwana on July 08, 2013, 10:22:03 AM
Right - Better PD is needed on low-tech or else missiles would crush them, high-tech use shields + worse PD instead.
Title: Re: Fighter Update
Post by: Thaago on July 08, 2013, 11:42:18 AM
The high tech PD is also better against fighters (or at least has much better range). I like to think that it represents a response to the midline emphasis of fighters over missiles, but I might be reading too far into things :P.
Title: Re: Fighter Update
Post by: Nanostrike on July 08, 2013, 01:41:35 PM
After playing some mods with different factions...I withdraw my complaint about hightech/lowtech PD being imbalanced.

For all the edges the Tri-Tach ships have, they're nowhere near as crazy as some of those factions and it's helping me see the inferior high-tech PD as just part of a balancing act.
Title: Re: Fighter Update
Post by: icepick37 on July 08, 2013, 01:52:40 PM
So was playing a carrier fleet for funsies and preperation for this patch and was reminded just how huge the changes are, haha. Stupid kiting frigates.  :)
Title: Re: Fighter Update
Post by: Nanostrike on July 09, 2013, 08:47:39 AM
So was playing a carrier fleet for funsies and preperation for this patch and was reminded just how huge the changes are, haha. Stupid kiting frigates.  :)

For me, it's more important because occasionally the Fighter and Bomber AI gets whole squads killed when it mysteriously decides that it would prefer to:

-Fly straight into an enemy's main guns, emptying all of their High Explosive ordinance into the enemy's 0-flux shields and dying instead of doing anything useful (Pirahanas are bad about this)
-Do the above, but with shields active so they get overloaded and can't even fire their ordinance (Tritons and Daggers are pros at this)
-Ignore how slow they are and end up floating in the middle of space, alone, being picked off by enemy missiles (This is a favorite of Warthogs and Mining Drones)
-Fire incredibly piddly weapons against a Flak-loaded side of an enemy capital ship (The preferred tactic of Wasps and Talons)
-Chase and be kited to death by Frigates with longer-ranged weapons (Broadswords and Gladius' are bad about this)



Having them be PERMANENTLY destroyed because of an AI oversight like they currently are is incredibly harsh and it'll be nice to have them still be alive after the battle even if they did go omega-level stupid and get killed.
Title: Re: Fighter Update
Post by: Silver Silence on July 09, 2013, 11:30:39 AM
So was playing a carrier fleet for funsies and preperation for this patch and was reminded just how huge the changes are, haha. Stupid kiting frigates.  :)

For me, it's more important because occasionally the Fighter and Bomber AI gets whole squads killed when it mysteriously decides that it would prefer to:

-Fly straight into an enemy's main guns, emptying all of their High Explosive ordinance into the enemy's 0-flux shields and dying instead of doing anything useful (Pirahanas are bad about this)
-Do the above, but with shields active so they get overloaded and can't even fire their ordinance (Tritons and Daggers are pros at this)
-Ignore how slow they are and end up floating in the middle of space, alone, being picked off by enemy missiles (This is a favorite of Warthogs and Mining Drones)
-Fire incredibly piddly weapons against a Flak-loaded side of an enemy capital ship (The preferred tactic of Wasps and Talons)
-Chase and be kited to death by Frigates with longer-ranged weapons (Broadswords and Gladius' are bad about this)
Made me giggle. Not sure if that was intended, but it did.  :P
Title: Re: Fighter Update
Post by: Nanostrike on July 10, 2013, 09:57:10 AM
So was playing a carrier fleet for funsies and preperation for this patch and was reminded just how huge the changes are, haha. Stupid kiting frigates.  :)

For me, it's more important because occasionally the Fighter and Bomber AI gets whole squads killed when it mysteriously decides that it would prefer to:

-Fly straight into an enemy's main guns, emptying all of their High Explosive ordinance into the enemy's 0-flux shields and dying instead of doing anything useful (Pirahanas are bad about this)
-Do the above, but with shields active so they get overloaded and can't even fire their ordinance (Tritons and Daggers are pros at this)
-Ignore how slow they are and end up floating in the middle of space, alone, being picked off by enemy missiles (This is a favorite of Warthogs and Mining Drones)
-Fire incredibly piddly weapons against a Flak-loaded side of an enemy capital ship (The preferred tactic of Wasps and Talons)
-Chase and be kited to death by Frigates with longer-ranged weapons (Broadswords and Gladius' are bad about this)
Made me giggle. Not sure if that was intended, but it did.  :P

You should try playing a fighter-centered fleet.  You get to see some hilariously stupid stuff from your fighters.

I forgot to mention that in a tightly-packed battle, I've actually had my Dagger Torpedo Bombers and Pirhana Bombers KILL FRIENDLY SHIPS with missed shots.

I about fell out of my chair laughing when I watched a Falcon activate it's maneuvering jets and completely sidestep a hail of bombs that wrecked a total of 3 friendly frigates and a friendly destroyer.
Title: Re: Fighter Update
Post by: Thaago on July 10, 2013, 10:27:19 AM
Fighters do dumb things... especially wasps lol. They sometimes do brilliant things though - I just watched a dagger wing miss 2/3 of its run against a Medusa, only to have the 3rd release its torpedo over it on the unshielded side. Goodbye Medusa.

At the moment Piranhas can't hit anything short of an Onslaught or Paragon. :P
Title: Re: Fighter Update
Post by: Silver Silence on July 10, 2013, 06:32:40 PM
That's assuming the Piranhas get close enough to an Onslaught to start dropping their payload. That's also assuming the Onslaught's PD doesn't just completely deny the Piranhas bombing attempts.
Title: Re: Fighter Update
Post by: Nanostrike on July 10, 2013, 08:31:00 PM
That's assuming the Piranhas get close enough to an Onslaught to start dropping their payload. That's also assuming the Onslaught's PD doesn't just completely deny the Piranhas bombing attempts.

They're fond of running into the MAIN GUNS instead of going for the unshielded backside, so their lifespan is pretty much nil.
Title: Re: Fighter Update
Post by: L33tGuilty on July 11, 2013, 01:22:57 PM
Ive been patiently waiting and refreshing every single day for last 3 months for an update ... yes this is another of those posts ... can you give us a proximatry deadline when next patch comes out so i can be a bit more oriented about it?? :)

thx
Title: Re: Fighter Update
Post by: Chronosfear on July 11, 2013, 01:30:30 PM
The post of Nanostrike made me giggles ,too :)
but well it´s true.

can´t wait for this update ... time to play a dedicated carrier with dozens of fighter wings ...( and supplies and crew )

L33tGuilty : Oh OH ... let me say it ... .I know it ... it´s *tada* Soon™ ...  ;D

Title: Re: Fighter Update
Post by: Mattk50 on July 11, 2013, 01:31:30 PM
While discussing PD is completely off-topic, this comes up a fair bit, and there's a common misconception I want to clear up.

I think directly comparing energy and ballistic PD doesn't make sense - they don't generally compete for the same slots, or for the role of PD on the same ships. If you want to make an argument that energy PD is weak, that's potentially valid, though it should take into account the inherent properties of the ships it's usually found on. But if you want to argue that energy PD is weaker than flak, my response is "right, working as intended".

I suppose the real balance we need to discuss is the other small and medium stuff vs the PD. For example med burst PD is pretty much useless when you could have a real med energy weapon, and the smaller pd is usually less desirable than other small weps, if they face the right direction. If their range was extended a little it would increase their utility as both actual weapons and pd, probably balancing out a little.

BTW im still not sure i like that only frigates lose CR as battles drag on... I think it should be done more intuitivly, such as: All ships (maybe other than fighters) lose CR as the battle drags on, but bigger ships lose it slower, and frigates lose it the fastest.
Title: Re: Fighter Update
Post by: Wyvern on July 11, 2013, 03:45:05 PM
I suppose the real balance we need to discuss is the other small and medium stuff vs the PD. For example med burst PD is pretty much useless when you could have a real med energy weapon, and the smaller pd is usually less desirable than other small weps, if they face the right direction. If their range was extended a little it would increase their utility as both actual weapons and pd, probably balancing out a little.
I have a few responses on thoughts about this... but it is pretty off-topic.  Maybe you should make a thread in the suggestions forum with what you think is currently wrong & how you'd suggest fixing it?