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Author Topic: Fighter Redesign  (Read 148960 times)

Wyvern

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Re: Fighter Redesign
« Reply #15 on: August 24, 2016, 05:19:08 PM »

However, I don't like the way you've assigned OP costs to fighters: it makes sense for dedicated carriers, but locks out an interesting niche that used to be supported by the old hangar space stat; a Hammerhead with a wing of Talons was an interesting option back in the day.

I'd think it would work better to give fighter wings OP costs based on a comparison with standard weapons - and then give dedicated carriers a built-in hull mod that makes fighters cheaper to install (ala the current Optimized Assembly perk).  That way you could have some ships (like the Hammerhead) that might have the option to support a wing of fighters - but that wouldn't necessarily always want to fill their fighter bays, and other ships (like the Astral) where you'd want to fill in fighter bays before other weapons.

Hah, funny. There's actually a "Converted Hangar" hullmod that adds a with-downsides fighter bay to ships destroyer-sized and larger. So, basically what you're saying but inverted so that the base case of "dedicated carrier" doesn't require a special hullmod.
On the one hand, that's neat.
On the other hand... geez, I'm having a hard time figuring out exactly why that bothers me.

I think... I think it comes down to some ships making sense to have a bit of fighter capacity, and others not?  Like the originally-mentioned Hammerhead w/ Talons is kindof a classic, but putting any fighters on a Medusa or a Sunder just doesn't feel right to me - even though those latter ships have significantly more ordnance points to spare and are thus better able to handle the costs of a hull mod.  Still, you could get there from the other direction - give a few ships fighter slots and a "limited flight decks" hull mod that increases the cost of fighters and makes them a choice rather than a no-brainer "this ship should have fighters installed".

Sounds like the iconic Onslaught can be converted into Battlestar Galactica or Ur-Quan Dreadnought.

Maybe an Ur-Quan Dreadnought, but definitely not the BSG. The hullmod grants just one fighter bay, but for larger ships the downside (replacement time) is smaller. Toyed around with a version of it that gave more bays, but ultimately don't want to turn the game into "fighters absolutely everywhere", so erring on the side of caution with this hullmod.
Huh.  That's interesting... maybe this should be a hull mod that doesn't increase in cost for larger ships, then?  A flat, say, 20 OP to gain one fighter bay?
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Tartiflette

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Re: Fighter Redesign
« Reply #16 on: August 24, 2016, 05:26:51 PM »

I think I'm missing something; the Converted Hangar hullmod doesn't affect weapons?

I meant the "Point Defence Jammer"
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borgrel

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Re: Fighter Redesign
« Reply #17 on: August 24, 2016, 05:27:04 PM »

being forced to pilot a carrier if u want controllable fighters??
* borgrel no likey,
* borgrel no likey !!!

i'm also very nervous about the no permanent change for killing fighters and infinite fighters on the battlefield
well, i'll just have to wait and see

only update i'm not completely psyched about
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Megas

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Re: Fighter Redesign
« Reply #18 on: August 24, 2016, 05:28:27 PM »

@ Alex:  I thought about simply fighter capability on a ship with battleship-grade armor and firepower, even if it is not as much as BSG.  BSG had two hangars, along with either big lasers and missile tubes (original) or a bunch of flak guns and maybe other ballistics (2003).

As for Starsector...
I am not sure I will put a fighter bay on a battleship.  I like sinking all of those OP into better weapons, hullmods, and vents to make the battleship into a death machine.  (i.e., Onslaught that can solo the simulator with no hull damage.)  On the other hand, I wonder if Paragon with a hangar would make a better Odyssey (in terms of combat performance) than the Odyssey.  (Before Astral got six bays, Odyssey was a better carrier than Astral.)
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Megas

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Re: Fighter Redesign
« Reply #19 on: August 24, 2016, 05:32:15 PM »

Just remembered:  Back in the day, (I think) Hound had enough hangar points for a single wing of Talons.  Maybe Hound's system could be upgraded from flares to fighters (although flares are occasionally useful).  Similarly, Vigilance might have had some hangar points too, but I am not sure about that one.
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Weltall

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Re: Fighter Redesign
« Reply #20 on: August 24, 2016, 05:34:07 PM »

i'm also very nervous about the no permanent change for killing fighters and infinite fighters on the battlefield
well, i'll just have to wait and see

I think actually you should feel worried towards the carriers, except if you mean that. The fact that they will have their own flux like bar for replacements and guessing that more expensive in ordnance points fighter wings will eat away more. In the end they will be like sitting ducks, their captain yelling to hurry up and ready another fighter, which will not be coming any sooner >.>
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Gothars

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Re: Fighter Redesign
« Reply #21 on: August 24, 2016, 05:39:54 PM »

Wohoo! I was already in bed, for this I had to get up again! Also: Congrats to Tartiflette for a highly successful suggestion ;)


For drones, it would probably be the cleanest solution to convert them all into in-build LPCs.

For now just one question:

Quote
While fighters are ordered to regroup, the replacement rate holds steady if it would otherwise go down.

Doesn't that mean that the ideal way to use a carrier is in close combat with a regenerating deathball of angry fighters around it? That doesn't seem quite... appropriate.

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Megas

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Re: Fighter Redesign
« Reply #22 on: August 24, 2016, 05:46:02 PM »

Quote
Crew levels? Oh yeah, those. They've been gone from the dev build for quite a while now, and I must say, it's been a breath of fresh air. And the amount of stuff it simplified under the hood is insane.
Just noticed this, and I like it.  I take it Command Experience skill is gone or repurposed to do something else.  All crew levels did was make my ships' CR low early in the game before 80% became the baseline later.  I guess they are all vets for 70% now?
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Megas

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Re: Fighter Redesign
« Reply #23 on: August 24, 2016, 05:52:30 PM »

Another thing I noticed on the Mora screenshot:  Minor Enemy Presence hint.  I guess that helps demystify some of the peak performance rules.

EDIT:  Just saw a red Afflictor (D) on the Astral screenshot.
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Alex

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Re: Fighter Redesign
« Reply #24 on: August 24, 2016, 05:56:07 PM »

One question though; I am not sure if it is mentioned and I did not see, but will adding fighters ships on carriers will accordingly affect the daily supply cost? How will having fighters affect the carrier's combat readiness? Will having 5 fighter wings lower CR much faster or maybe if you have fighters will higher ordnance point will spend more CR than the cheaper in OP ones?

(Uhhhh I am not sure if the above counts as one question)

In any case, it does have one answer: there's no interaction there at all.

I did actually consider having fighter wings increase the deployment cost of a carrier, both in CR and supplies, with carriers having a lower base deployment cost. It gets unwieldy, and you get weird edge cases like wanting to uninstall a fighter wing for a smaller battle to save a few supplies, and since they (in that hypothetical setup) don't cost OP, refitting like that wouldn't cost you CR, so it'd be free. So you'd be swapping out fighters constantly to micromanage costs.

And then if refitting fighter slots did drop CR despite them not costing any OP, that'd be something to explain too. Plus how much a wing adds to a carrier would have to be dependent on the carrier's base deployment cost, and that's yet one more thing to explain and keep track of.

It just comes out a lot cleaner with OP costs.


On the one hand, that's neat.
On the other hand... geez, I'm having a hard time figuring out exactly why that bothers me.

I think... I think it comes down to some ships making sense to have a bit of fighter capacity, and others not?  Like the originally-mentioned Hammerhead w/ Talons is kindof a classic, but putting any fighters on a Medusa or a Sunder just doesn't feel right to me - even though those latter ships have significantly more ordnance points to spare and are thus better able to handle the costs of a hull mod.  Still, you could get there from the other direction - give a few ships fighter slots and a "limited flight decks" hull mod that increases the cost of fighters and makes them a choice rather than a no-brainer "this ship should have fighters installed".

Honestly, the most use I'd expect this to see - at destroyer size, anyway - is on freighters and other civilian ships. +100% to refit time is pretty crippling, but a cheap-to-deploy ship that can provide a one or two use bomber wing could be decent in a pinch. Taking points away from a combat destroyer, though, might not make a lot of sense.

In terms of it feeling "right", hmm. I kind of see what you're saying, but the basic in-fiction assumption here is that destroyer-and-above ships have decent-sized shuttle hangars as a matter of course, it's just a logistical requirement - probably because these ships don't land on planets (at least, not routinely) and need these for resupply etc.

Huh.  That's interesting... maybe this should be a hull mod that doesn't increase in cost for larger ships, then?  A flat, say, 20 OP to gain one fighter bay?

Right now, it goes up, but not as steeply as most other hullmods do - it's 10/15/20. Don't want it to be so low as to be a no-brainer on larger ships, and it *is* better on them.


I meant the "Point Defence Jammer"

Ahhh, gotcha. I probably should've figured that one out :) Hmm. Mmmmaybe? Depends on if David ends up drawing an icon for it.

I could actually see this being useful on a ship that intends to go up close and launch a missile barrage. Although PD shooting at the ship would likely intercept those missiles anyway. Might be a bit too specialized! Plus any ship that's inside PD range of a target that needs to be shot with missiles is probably in very deep trouble.


being forced to pilot a carrier if u want controllable fighters??

Well, you could tell the carrier to attack what you want attacked :) Gotta think outside the box!

i'm also very nervous about the no permanent change for killing fighters and infinite fighters on the battlefield

I think the "replacement rate" business should take care of it because it sort of dynamically adjusts. Even if a certain fighter happens to be a bit too strong, it can't just keep attacking or the replacement rate will dip so low as to make it bad anyway, no matter how good it was to start with.


@ Alex:  I thought about simply fighter capability on a ship with battleship-grade armor and firepower, even if it is not as much as BSG.  BSG had two hangars, along with either big lasers and missile tubes (original) or a bunch of flak guns and maybe other ballistics (2003).

Aha, gotcha.

As for Starsector...
I am not sure I will put a fighter bay on a battleship.  I like sinking all of those OP into better weapons, hullmods, and vents to make the battleship into a death machine.  (i.e., Onslaught that can solo the simulator with no hull damage.)  On the other hand, I wonder if Paragon with a hangar would make a better Odyssey (in terms of combat performance) than the Odyssey.  (Before Astral got six bays, Odyssey was a better carrier than Astral.)

Yeah, 20 OP + whatever the fighter costs is not at all trivial.

The other downside of the hullmod is no "fast" replacements for returning bombers, btw. That's a pretty big deal - for example, the Odyssey can launch a Dagger wing, have it fire off torpedoes from close range, return for refit, and fire another round probably within 10-20 seconds. A Paragon-with-converted-hangar would have to wait something like 50 seconds just to get the full Dagger wing re-launched.

(I might end up buffing the hullmod a bit; it's fairly brutal right now.)


Just remembered:  Back in the day, (I think) Hound had enough hangar points for a single wing of Talons.  Maybe Hound's system could be upgraded from flares to fighters (although flares are occasionally useful).  Similarly, Vigilance might have had some hangar points too, but I am not sure about that one.

I don't know about that - the scale for frigates just doesn't feel right for fighters, based on all the illustrations we have.


Wohoo! I was already in bed, for this I had to get up again! Also: Congrats to Tartiflette for a highly successful suggestion ;)

:D

For drones, it would probably be the cleanest solution to convert them all into in-build LPCs.

Yeah... I just have a soft spot for the Shepherd. And the mining drones feel too large for it, though perhaps if the Borer became a wing instead... well, it could be a "later" thing, as it's not essential right now.


Quote
While fighters are ordered to regroup, the replacement rate holds steady if it would otherwise go down.

Doesn't that mean that the ideal way to use a carrier is in close combat with a regenerating deathball of angry fighters around it? That doesn't seem quite... appropriate.

I can see how it sounds that way, but it really doesn't work out in practice. Even with a combat carrier like the new Mora (or the Heron), fighters on escort duty are not effective at the carrier's normal weapon range. They're great defending against other fighters, but vs a ship? Basically, doing this just makes them sitting ducks and prevents them from performing a proper coordinated attack where they're strongest.

For example, say you're flying a Heron and you've got a bunch of Warthogs (which have 3x Light Mortar now), and are fighting a Dominator. First of all, cozying up to a Dominator is a really bad idea, it'll chew you up in seconds, Warthogs or not. Second, you want the Warthogs attacking constantly, which means doing attack runs on the Dominator and letting them engage - when ordered to regroup, they just won't spend that much time actually firing on it, as much of the time it'll be too far for them to attack. So, yeah, you'll be replacing them quickly, but they won't be doing much at all for you.


Just noticed this, and I like it.  I take it Command Experience skill is gone or repurposed to do something else.  All crew levels did was make my ships' CR low early in the game before 80% became the baseline later.  I guess they are all vets for 70% now?

Haven't touched skills yet, but yeah, that'll change. And yes, 70% is the baseline, though I need to change that to be just inside "no bonuses" territory, I think.

Another thing I noticed on the Mora screenshot:  Minor Enemy Presence hint.  I guess that helps demystify some of the peak performance rules.

Yep.
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borgrel

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Re: Fighter Redesign
« Reply #25 on: August 24, 2016, 05:59:59 PM »

I think actually you should feel worried towards the carriers, except if you mean that. The fact that they will have their own flux like bar for replacements and guessing that more expensive in ordnance points fighter wings will eat away more. In the end they will be like sitting ducks, their captain yelling to hurry up and ready another fighter, which will not be coming any sooner >.>

the SS AI is very good at remaining flux neutral / not overtaxing the flux capacitors ..... even to the point of modifying the firing rate of a weapon to keep the pressure on you practically the same with no 'visible effort' so to say on the ship in question.

i expect the AI will use fighters the same way, so those fighters will always be swooping in where the fighters are the least impacted (rather than where the opponent is most impacted). So no slowly whittling away the fighter wings until there's nothing left and then attacking the carrier as is currently possible, if you focus on harassing the fighters now all you'll do now is change the number of fighter swoops from say 8 to 4 (and force them to spend more time closer to the carrier).
and that costs u all of ur peak deploy time and by the time your ship has retreated the carrier is back to best strength.
and u'll not be able to punch the carrier first as the carrier itself + all the fighters + whatever moves into position to backstab u is a tall order!

so u basically have to ignore the fighters and watch them turn that 1 vulnerable moment every 1 of ur ships (eventually) has during the battle into a fatality?
u'll b ok but ur AI ships will burn? .... not cool
« Last Edit: August 24, 2016, 06:07:38 PM by borgrel »
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Megas

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Re: Fighter Redesign
« Reply #26 on: August 24, 2016, 06:09:29 PM »

Quote
The other downside of the hullmod is no "fast" replacements for returning bombers, btw. That's a pretty big deal - for example, the Odyssey can launch a Dagger wing, have it fire off torpedoes from close range, return for refit, and fire another round probably within 10-20 seconds. A Paragon-with-converted-hangar would have to wait something like 50 seconds just to get the full Dagger wing re-launched.
Okay.  I probably would have defaulted to Thunders, Xyphos, or some heavy fighter if I converted my battleship into a mini-carrier.  I am not fond of bombers unless I build my fleet around fighters.  Back in the 0.6x days, I tried an Odyssey and Xyphos fleet, with Xyphos to distract enemies while Odyssey blasted everything with plasma cannons.
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MesoTroniK

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Re: Fighter Redesign
« Reply #27 on: August 24, 2016, 06:09:45 PM »

I am really not a fan of the Point-Defense Jammer concept... At all.

It is such a binary mechanic, that also is extremely exploitable.

Sy

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Re: Fighter Redesign
« Reply #28 on: August 24, 2016, 06:12:51 PM »

those changes sound amazing! i was already hoping for some variety of the "fighters as carriers" concept as well, but it sounds even better than i expected. i love that direct fighter synergy will be a thing, and that carriers could actually become quite fun to pilot as player!
having baselines fighters at 0 OP cost is also a really neat idea. not only does it solve the problem of fighter-less battlecarriers, but it could also mean that Talons & Co will be used more frequently.

the only thing i don't like (from just reading about it) is that having only a single wing deployable per flight deck seems rather lackluster for smaller carriers, especially if "fighter teamwork" will become an important part of carrier power. six wings for Astral sounds plenty, but just a single wing for Condor and Gemini, and two for Heron.. not so much. that said, i will certainly be glad if i don't have to fight bounty fleets with 20 fighter wings + carriers and not much else anymore. ^^


I could see, for example, replacing all of the current drone-based ship systems with the new fighter mechanics (and perhaps having certain ships with their selection of "fighters" as a built-in weapon that can't be changed).
i was immediately thinking of this as well: convert current drone systems into built-in fighters. i guess it wouldn't make a big gameplay difference, as the current drone commands are similar to what fighters will get, but it'd just feel a lot.. cleaner. i also just prefer having more 'active' ship systems in general, regardless of whether that's a simple flare launcher or a time-altering superpower. in some situations i do switch back and forth between "hold" and "free roam" quickly, but most of the time i just leave them in one stance.

Hah, funny. There's actually a "Converted Hangar" hullmod that adds a with-downsides fighter bay to ships destroyer-sized and larger.
oooh, that's cool! i love combat ships with some carrier capabilities, that hullmod will probably see a lot of use in my campaigns. :]
Quote
Also removed "recon" while I was at it.
why this one? even with it just using frigates, i think it'd still be useful.

i suppose i can use "rally task force" with a specific frigate myself, but just creating a recon position on the map and let the game assign a suitable ship to carry out the order is less hassle.

(Aw heck, the new chip graphic didn't make it in to the screenshots. Well, it looks cooler now!)
heh, i was wondering about that. "are those placeholders? they look like placeholders."

could you give us a sneak peek of the new ones? :P
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Weltall

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Re: Fighter Redesign
« Reply #29 on: August 24, 2016, 06:15:47 PM »

Quote from: Alex
Quote from: Weltall

One question though; I am not sure if it is mentioned and I did not see, but will adding fighters ships on carriers will accordingly affect the daily supply cost? How will having fighters affect the carrier's combat readiness? Will having 5 fighter wings lower CR much faster or maybe if you have fighters will higher ordnance point will spend more CR than the cheaper in OP ones?

(Uhhhh I am not sure if the above counts as one question)

In any case, it does have one answer: there's no interaction there at all.

I did actually consider having fighter wings increase the deployment cost of a carrier, both in CR and supplies, with carriers having a lower base deployment cost. It gets unwieldy, and you get weird edge cases like wanting to uninstall a fighter wing for a smaller battle to save a few supplies, and since they (in that hypothetical setup) don't cost OP, refitting like that wouldn't cost you CR, so it'd be free. So you'd be swapping out fighters constantly to micromanage costs.

And then if refitting fighter slots did drop CR despite them not costing any OP, that'd be something to explain too. Plus how much a wing adds to a carrier would have to be dependent on the carrier's base deployment cost, and that's yet one more thing to explain and keep track of.

It just comes out a lot cleaner with OP costs.

Ah ok. Sorry I just understood that this will be serving as that. Yes, definitely sounds better than over-complicating things. One more thing I want to ask.

Will refitting returning ships count towards deployment cost? I am guessing no, so it will be more crucial now for the player to not let bombers return alive, but still I wanted to ask.


I think actually you should feel worried towards the carriers, except if you mean that. The fact that they will have their own flux like bar for replacements and guessing that more expensive in ordnance points fighter wings will eat away more. In the end they will be like sitting ducks, their captain yelling to hurry up and ready another fighter, which will not be coming any sooner >.>

the SS AI is very good at remaining flux neutral / not overtaxing the flux capacitors ..... even to the point of modifying the firing rate of a weapon to keep the pressure on you practically the same with no 'visible effort' so to say on the ship in question.

i expect the AI will use fighters the same way, so those fighters will always be swooping in where the fighters are the least impacted (rather than where the opponent is most impacted). So no slowly whittling away the fighter wings until there's nothing left and then attacking the carrier as is currently possible, if you focus on harassing the fighters now all you'll do now is change the number of fighter swoops from say 8 to 4 (and force them to spend more time closer to the carrier.
and that costs u all of ur peak deploy time and by the time your ship has retreated the carrier is back to best strength.
and u'll not be able to punch the carrier first as the carrier itself + all the fighters + whatever moves into position to backstab u is a tall order!

so u basically have to ignore the fighters and watch them turn that 1 vulnerable moment every 1 of ur ships (eventually) has during the battle into a fatality?
u'll b ok but ur AI ships will burn? .... not cool

I think you are forgetting that now fighters will have a range restriction from the carrier. The carrier will not anymore have the privilege of sitting way in the back corner of the map, while the fighters will go anywhere. If it wants the fighters to attack, it will have to get closer to the battle. I doubt carriers that will be closer in the battle field, will hold back in the "carrier flux" while now it will be easier for player to seek them and shoot them down. After all, usually reserving flux means they can keep their shields up more. Reserving the replacement rate will serve in what? Having less fighters out?
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