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General Discussion / Re: What use are Marines?
« on: January 13, 2020, 05:29:22 AM »
You can space them. Apart from that and raiding the whole sector down into complete chaos to satisfy your avarice they are utterly useless.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
4. Pardon if it's in the game already and I just never noticed, but make it so that the size of trade convoys (and their escort) are proportional to the two markets they're trading between. So, say, a Gilead - Chicomoztoc convoy could have multiple Atlas ships and a huge escort, whereas a Tigra City to Nortia route would use a few Buffalos and only a minor escort. It'd encourage early game piracy if there were small and relatively weak convoys to pick on, and it'd encourage lategame piracy if there were huge convoys one could make bundles of credits off of...if one can punch through the escorts.
Well. You can also remove flux dissipation on fighters. Like, entirely. No dissipation - no staying power. Fighters are forced to return for recharging.
Well the problem there is that it does basically the same thing as limiting ammo, except it screws over shielded fighters entirely and also the AI wouldn't know that returning to carrier because of high flux is a thing - but the AI very much DOES know that running to carrier because no ammo left is a thing.
Ideally I would want the guns on fighters/interceptors to be weak to ships somehow. Also trivial, but others really don't like the idea of separate weaker weapons on fighters or hullmods improving damage to strike craft. Removing weapons to reduce damage has been suggested.
It's the AI changes to interceptor attack orders that is the question on workload and I can't speak to that.
Overall, though, I think we are on the same page as far as design intentions. Now its just a matter of "can it be done and how much work will it be?"
It has three heavy mounts, but it does not have the dissipation to use them!
But Onslaught cannot.
but that does not cut it for AI use
In some older releases, I could flux cap quickly, vent, kill a few ships, flux cap quickly, vent, repeat.
Onslaught
Capacitors: 0
Weapons: 2x Devastator Cannon, 1x Mjolnir Cannon, 4x Heavy Needler, 2x Hypervelocity Driver, 3x Dual Flak Cannon, 6x Vulcan
Onslaught is really a gambling glass cannon
In case of Onslaught, it is in part due to dissipation.
@lucky33
Sorry, I mean't to say "strike craft" or "aircraft." I sometime use "fighters" as a catch-all to mean "things that come from a carrier." Its a bad habit.
So mostly bombers and torpedo bombers are what I'm referring to here (edited the original post to clarify)- but that's related to the concept of the interceptors > bombers > warships kind of relationship.
Bombers could be stopped from dealing much damage if enemy fighters/interceptors caught them without an escort before they reached an optimal range because they had such poor mobility compared to fighters or interceptors. This has happened to my knowledge during both land based and sea based aircraft assaults.
Probably from my wording error, but you are talking about mm cannons when the power of aircraft came from bombs and torpedoes.
It was largely felt, at least according to what I have read, that warship based anti-aircraft guns were sub-optimal and rarely could stop a sortie from causing critical damage even if it caused a few losses to the wing in return. Smokescreens were actually far more likely to work in comparison due to the training issue you have already mentioned.
Now, all of that said, I don't want "aircraft" (what I will use to avoid confusion) to be that strong, but they should be intimidating enough to warrant pursuit and priority of the carrier and force the engagement of the warship protective screen.
Fighters, as a concept and historically have always been "OP".