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Author Topic: Combat Command Overhaul?  (Read 3051 times)

Plantissue

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Re: Combat Command Overhaul?
« Reply #15 on: November 15, 2019, 08:52:36 AM »

In that case, I would also expect the AI to follow the same and not filter their fast small ships to my fleet.
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JaronK

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Re: Combat Command Overhaul?
« Reply #16 on: November 16, 2019, 11:53:12 AM »

Playing with some of these options, I'd love to be able to give "role" orders to certain ships, as well as default orders.

A default order, given to a ship, will mean that ship will always do that thing unless told otherwise.  This means I can have a fast frigate who always has the order of "capture strategic points" unless I tell it otherwise, or a PD focused ship might always have "escort the nearest carrier and intercept incoming attacks" unless told otherwise. 

Here's some role orders I'd imagine, which would then be modified a bit by the personality of a hero.  It might even be interesting to have certain heroes get benefits in certain roles, like timid heroes getting 5% damage reduction when given a hang back order.

1)  Vulture:  Find the most damaged/highest flux ship near you and attack the hell out of it.  Hang back otherwise.

2)  Hang back:  Stay out of weapons range of enemy ships, but use your own weapons if you can.  Most appropriate for carriers.

3)  Interception Escort:  Stay near a certain ship, such that your point defense weapons can hit incoming projectiles/fighters aimed at that ship.  Focus on shooting those down.

4)  Predator:  Hunt down smaller ships and destroy them, avoiding large ones

5)  Capture Points:  Run around the battlefield grabbing sensor relays and nav buoys

6)  Assisting Escort: Stay near a certain ship, shoot at whatever it shoots at

I'm also imagining being able to give these orders to a group of ships, which makes them do it together... assign "predator" to a pair of Wolf ships as a group, and they'll stick together while hunting other ships.

Anyway, could be fun to play with.  Additionally, if designed well, it would give the AI more strategies as well.
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NephilimNexus

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Re: Combat Command Overhaul?
« Reply #17 on: November 16, 2019, 07:29:34 PM »

I'd like to see "Full Assault" also be a command that can be given to just one, specific ship.

"You, in the damaged escort... you retreat.  You, in the untouched battleship, you go blast everything to get their attention.  The rest of you just keep doing what you've been doing."
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Pwest

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Re: Combat Command Overhaul?
« Reply #18 on: November 19, 2019, 09:46:46 AM »

I'll be completely honest, I've had the most luck largely not issuing commands, I've found my ships will largely end up mirroring the enemies formation and engaging effectively. I'll issue commands to get some ships out of trouble, or stop a suicide charge when at 90% flux and 30% hull, but honestly, that's not even consistent. If I want to have more than a 50/50 shot of the ship following the command and not dying, I gotta fly out in the shuttle and do it myself.

I think the baseline combat AI works really really well, but would definitely love to see more "weight" given to direct commands, and the option of formations.
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Phoenixheart

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Re: Combat Command Overhaul?
« Reply #19 on: November 25, 2019, 04:50:28 PM »

That's pretty much where I ended up as well, I find that my fleet performs best without me issuing any commands. There aren't enough command points to really micromanage a fleet like you would an RTS, and with how quickly the battlefield flows and changes, any commands you do give become irrelevant or detrimental very shortly after.
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