I also think it would be interesting if the ECCM hullmod acted as a debuff to the PD Jammer, after all it would make a hullmod that is not extremely useful in many cases just a bit more so. It also would make sense, after all, ECCM in reality is to combat jamming and why not make it so here as well and not just for missiles?
https://en.wikipedia.org/wiki/Electronic_counter-countermeasure
Hey, that's a really cool idea! Plus it's one more place to let the player know the PD jamming is a thing. Made a note.
@ Alex: First of all, nice and informative blog post, as always :-)
@ David: the LPC-placeholder-icons look pretty neat already, looking forward to seeing the polished version.
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Jammer / fighter mechanic:
Although I am still a bit skeptical about fighters as "weapons", tightly integrated with carriers,
your blog post has me somewhat convinced that this might just play out nicely and offers fun interactions / choices.
From a game mechanical point of view the sacrificial fighters make a lot of sense but from a lore perspective...
"Tough and agile, the Broadsword carries a point-defense jammer that draws defensive fire away from high-value targets like bombers and their payloads. "
Who in their right mind would want to fly such a thing? Isn't is bad enough to sit in a poorly armored fighter to start with? Now they strapped big red lights on it that say "shoot me please".
A few ideas:
Tweak fighter speed / dodge or let them drop decoys (with limited HP / limited time) which act as a bullet magnet.
Could just take the flare ability and rework it for that purpose?
That said, the jammer mechanic has a lot of potential in my opinion and could be expanded on (especially for the high tech-fighters).
A few ideas for the jammer effect:
- reduce: PD turning speed
- reduce: PD fire rate
- reduce: PD accuracy / weapon spread
- reduce: PD range
- disable PD
- increase PD flux costs
Are there any plans to tweak the fighters further (comparable with how all other ships work?). (besides skills).
For example for each wing could be 4 slots that could be filled with buy able enhancements (just adds another layer of customizability). [see attached picture]
A few ideas for fighter enhancements:
- speed
- hp
- shield
- weapons
- range
- formations
- ai / officer behavior (aggressive / cautious)
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Some questions about modability:
- Is range (3-4k atm) easily modable? If yes, will SS native AI make use of increased range or is custom AI needed?
- Will fighter still be easily modable (speed, turning speed, weapons, behavior, formation)?
- Will it still possible to fly a fighter in dev-mode? (via take control over ship/fighter)
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AI tweeks?:
Are there currently any AI tweeks planned (beside what was already mentioned in the blog-post / thread) concerning:
- Ships / fighters - interaction
- Interceptor / fighter / bomber - interaction ==> Combined formation of several wings
- How does the AI launch successful attacks with mixed fighter/bomber groups? It is just the speed difference (fighters arrive earlier) or something more sophisticated?
If it is just the speed difference this could potentially lead to problems, depending on engagement range or mods.
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Some questions about the UI:
- Could you please explain what the fighter/bomber-wing-symbols in screenshot 1 mean in a bit more detail (AFAIK: symbol=glowing ==> bomber still have ammo / active engagement)
- In the screenshot it seems that there is only place for 6 wings (maybe 7), that would be enough for an Astral /w "Converted Hangar" hullmod ==> Any idea about mods with more than 7 decks?
[Possible solution: replace with %-bars for hp @ fighters, interceptors, bombers ///Disadvantage: Less information, information portrayed is less obvious for inexperienced player]
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Some general questions / observations:
- When a carrier is lost but the wings escape successfully, how does this impact salvage? (e.g. salvageable LPCs?)
- With some new players complaining about a challenging early game it might be worth keeping the (relatively easy to fight) fighters around in small (pirate) fleets.
An poor or even "ill advised" frigate carrier might do the trick here and even adds some flavor.
- The Astral in the screenshot seems OP starved. Not even all weapon slots are equipped, no hullmod and only a mix between good and mediocre fighters...
Please keep an eye on that. I am looking forward to see how balanced this is. Tweaking should be easy though (either OP increase or fighter OP decrease).
- Dagger: Lore wise it does not seem to make sense for them to use Hammer torpedos instead of Reapers. Maybe reduce wing size to 2?
- Trident: I am very glad to see that they are still around since you thought about deleting them a while back
- (D)-variant of Hyperion: good idea, since currently it is a pretty but very rare ship. Without the jump-capability it much easier to balance it vs other ships.
- (Somewhat unrelated to the blog-post): When selecting hullmod(s) the window closes after selecting one. This means opening the menu several times for several hullmods - a tedious process. How is that handled for the carrier wings? Are the boxes working more like weapon-slots?
In my response I mainly touched the points I thought I could give some (valuable?) feedback on.
The "Fighter Replacement"-mechanic looks good on paper but I will need to see how this will work out ingame first before
making a judgment on that.
Thanks for the update!
I am looking forward to the next blog-post / release :-)
Kind Regards
Sabotsas