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Author Topic: About priority system  (Read 1953 times)

Megas

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About priority system
« on: June 16, 2019, 07:28:22 AM »

Simply put, it is a bit of a pain to deal with if I want to block out undesirable hulls like most of pirate pack.  You may think all you need to do is click all of what you want and it uses just that right?  Maybe.

For ships, it seems like I need to click at least one hull of each size.  Afterwards, I need to go through each sub-category of Warship, Carrier, Phase, and Civilian and make ship at least one ship type is checked to block out unwanted hulls.  On top of that, civilian may be sub-divided by tankers and cargo haulers.  I need to make sure I have a tanker and hauler checked, if I do not want the very slow Atlas and Prometheus slowing down my patrols.  Then, there are some ships that may fit into more than one category, and they are not always immediately obvious.  For example, Gemini.  It is a hauler AND a carrier, but the screen only makes it clear that Gemini is a carrier.  It is nice that I can replace civilian haulers with Gemini, but on the other hand, I do not want too many Gemini if I want mostly carriers; I want the other dedicated combat carriers like Drover or Heron instead.

I have no idea how weapon priority works for ships.  Do they replace weapons on default loadouts?  If I want custom loadouts with weapons I like on my ships, is that all handled by autofit.  Do I need to delete default autofits and replace with custom autofits if I want to produce ships with those weapons pre-installed?  Currently, I use weapon priority primarily to arm battlestations (so they use Tachyon Lances instead of Autopulse Lasers), but I would like to change the default weapons my ships get after Heavy Industry produces them.  Is that handled by priority or custom loadouts from Autofit?

Fighters seem a bit easier to observe.  Like hulls, I guess they are divided between bombers and non-bombers, and work from there.
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SCC

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Re: About priority system
« Reply #1 on: June 21, 2019, 04:01:35 AM »

Faction doctrine is mainly cosmetic already, so adding "avoided" priority to the existing "unprioritised" and "prioritised" shouldn't hurt.

Null Ganymede

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Re: About priority system
« Reply #2 on: June 23, 2019, 06:09:12 PM »

It's notable that most factions with varied ship selections tend to bring kitchen sink fleets. Minmaxed specialist fleets aren't a thing in the sector. Even the Hegemony is anything but standardized.

Lore reasons could be that homogeneous doctrines aren't industrially or economically viable, or that every fleet has to be able to fulfill multiple roles. Balance-wise, pitting a min-maxed player faction against them is almost poor sport :)
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Schwartz

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Re: About priority system
« Reply #3 on: June 23, 2019, 07:20:28 PM »

Pretty sure that battles that aren't simulated don't work that way. You could have perfect fleet doctrine and the game would still do its own maths looking at fleet size and various numbers to determine which side loses how many ships. Whether your ships are fitted with Hellbores or Mjolnirs I don't think accounts for much.

..But I'm thinking that as the game progresses and the player maxes out, one way to up the challenge would be for the other faction's fleet doctrines to shift towards more effective weapons and away from the junk. It makes sense, and it would keep the player challenged for longer while not just trying to beat him with quantity. I think something like this happens with ships already.
« Last Edit: June 23, 2019, 07:22:31 PM by Schwartz »
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Megas

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Re: About priority system
« Reply #4 on: June 24, 2019, 09:38:05 AM »

I do not necessary care about min-maxed fleets, but I do not want junky or silly-looking hulls like Pather hulls because I learned the blueprints.  Pirate pack has few good hulls mixed within the junk.  And learning something like Hegemony pack is a good idea even if all of the hulls are obsolete and I do not need the hulls because I do not want to get yet another Wolf (H) instead of an Eagle (XIV) after I raid Rasevalg in Valhalla.

With raiding as it is, not learning blueprints to avoid junk hulls is not really an option.  The only viable way to avoid junk hulls is to learn the arcane priority system.
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