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Topics - Florian

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1
Suggestions / Max fleet limit, AI roles, loot...
« on: November 13, 2019, 03:01:25 AM »
Fleet cap design

ATM you can have 30 ships (i guess). No matter the role, no matter the size of the ship. It results in a loss of diversity: since you're very limited in the amount of hulls, the best choice is to put a decent amount of deployment cost in each hull (not entirely true, but...). 

I believe the following should add a little bit more variety:

- a fixed number of capital, cruisers, destroyers, frigates... Depending of the commander level and can be improved by skill level. Could be tuned by fleet doctrine (more frigates VS more capitals) but still limiting the amount of cap ships (you can't tilt for a full slug fleet).
- The number of ships in each category is computed from deployement cost instead of hull count. To allow low cost ships spamming instead of picking the priciest heavy hitters in each category. 
- officers can have "fleet commander" skills that let you have more hulls in your fleet. However, the ships under the officer command stick together on the battlefield (wich can be an intereresting strategic option).

Adding "AI" rĂ´le to each ship
ATM, i guess, combat ships without officers are steady and civilian ships are timid. The battles are a mess (still fun) but with a quite poor stategic level.

I'd like to fine tune each ship in order thet it's AI match its ship loadout.

In addition of the existing AI stances (timid, reckless...) i'd like to add "missions" or "role" like:
- anti missile / drone : the ship will position itself on the frontline and prioritize it's escort duty over attacking another ship. Also will prioritize torps>bombers>missiles>fighters and use its weapons / interceptors wings accordingly.
- strike : the ship will deplete it's ordnance as fast as possible, then retreat. Fast ships should now have a usefulness. May lead to balistic and energy weapons with ammunitions too (like oversized weapons on small mounts).
- anti *hull type* (frigate - destroyers - cruiser). The ship will aim in priority the designed hull type, then the nearest hull type, according with it's primary stance (aggressive, steady...). Now you can equip a cruiser for anti frigate duty, with accurate weapons, and frigates with torps for anti capital strikes... And no more carriers launching bomber run against frigates.... 
- assault X (where X is code like green - blue red). Every ship with the same "assault code" try to stick together. When you give an eliminate order, they all ships with the same assault code will focus fire.

Of course, it would be great if AI fleets use this.

Rare lewt
Add uncommon/rare/unique weapons and hulls without blueprints that may drop in exploration trips. May also work with unique officers/admins/planets too. The IBB unique ships is already great in that way...
Add a different background color or something to differenciate rare stuff on the first look. Those items with bonuses may be procedurally generated from regular stuff, with just adding bonuses.

That's all for now  ;)

2
General Discussion / Some questions about "commander" gameplay style.
« on: November 12, 2019, 11:15:40 AM »
Hi !

Most of the time, i'm playing in the "tatical window" (dunno the exact name) with my "main" ship on autopilot, giving orders there and there, keeping an eye on evereything, enjoying the firework (or not  ;D).

I've some questions.
- your capital ship, with an operation center hull mod, does it need to be on the battlefield to give +250% command point regen ? Or it also works in the "reserve" ?
- can you group your carriers specialized with bomber wings to coordinate their strikes (or at least, not sending bombers on low value targets if i don't tell them to do so).
- can you force a ship to empty its torpedo/missile ammo (it's a shame to retreat a ship with still ammo in it) ? I tried "strike" frigates without success... (unlike real life WWII torps corvettes ^ ^')
- i noticed that my fighters were forming a huge ball of death, even without orders. Focus fire is great, but sometime, i'd like that they spread on the front line to screen against ennemy fighters-frigates. Is it possible to tell them to do so ?

Thanx !

(and AI should emulate command points to focus fire from time to time, if the ennemy commander has unlocked the related skill)

3
General Discussion / Why do i have difficulties trying another playstyle.
« on: November 06, 2019, 12:41:18 PM »
Hi.

After hours of plays with Diable avionics (in Nexerelin), i eventually got bored and tried a campaign with Black Rock Drive Yards... I felt like being very weak so, I tried some other mods (Dassault, Tahlan's pirate's...)... And not succeeding as easily as with Diable avionics. 

Usually my playstyle involve:
- no direct control of "my" ship. Lot, lot of orders on the tactical map instead.
- wanzer swarm of death (wanzers are slow and VERY tough fighters) + missiles everywhere = PD saturation, shield saturation, forward PD cover and anything smaller than a cruiser melting in seconds
- Diable capital ships with aggressive officiers + ECM + flux stable = constant pression and kill orders on primary targets

NOW
I tried fleets without involving tons of fighters: it's very difficult IMHO.
I tried ships with a lot of fire power, but for some reasons can't stand it's ground (because fragile and/or not flux stable): i'm having losses, wich slow me down a lot.
I tried to fly my flagship by myself: I understand that playing smart let you kill largers fleets than yours... But i can't; i'm flying like a drunk corsair captain.

So questions !
- is diable avionics considered as an Over Powered mod ? 
- is there viable tactics outside of drones ball of death + a couple of hard hitters ?

That could explain why i feel like playing in hard mode with other factions. Anyway, i'd like to hear your advices for playing differently.

Thanx and regards.

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