One problem with the cost for missile firing is that the optimal playstile is to not use them. This would emphasize it much more. Isn't it kinda stupid to equip my ship with something that makes me feel bad when using it?
Well, that's not entirely true, is it? Presumably, using the missile successfully has some benefit, too. Getting a faster kill is often more than about just saving time - you're also potentially saving damage taken by your ships.
The tactical decision now is just how much/what composition you want to deploy. You're basically betting what you think you can handle.
How does the AI handle this? I'm guessing it's just going to deploy everything, but it would be nice if it tried to conserve its own CR in case your fleet is much smaller. You know, for future battles and such.
The idea is that the AI will try to avoid over-deploying - i.e. it'll try to top what you have on the field, within reason. If it does end up over-committing, it can always "stand down" after combat to get the CR back, at the cost of letting you get away. Assuming it managed to win, that is.
Can we have a bit of industry/economy thrown in please? Just a bit? Like a bone to a dog? I want a bone!
Or at least a bit of API for those modders to make a more complete campaign mode, maybe with a bit of commerce and outpost construction, etc. I mean, the industry stat' is in there... but it's not being used .
I hunger for commerce and industry to give purpose to my foolish vagrancy.
This. This a thousand times this.
I hear you - working towards that. I don't think a half-assed implementation of industry would be helpful here, though, and I don't think creating industry stuff in a relative vacuum and then hoping it can be connected well to combat would work out. CR is the bridge to bigger and better campaign
things.
I see the addition of BoundsAPI; would you mind adding a ShipSpriteAPI as well?
"SetShipSprite", provide ID of an already-loaded ship sprite
(You know why )
I do indeed
Noted down; will take a look.
I hope Combat Readiness isn't going to only affect you, because that's lame and waters down the mechanics as you'll never face a weakened enemy fleet.
It affects everyone.
Missiles: As someone who adores missiles more than most, I find myself on your side of the fence here because when used properly, especially with the right skills, ships, and load-outs, missiles are incredibly effective and devastating. Whether people see this as a small nerf, or perhaps a small buff, i'm not worried missiles will be going anywhere anytime soon.
...
While these are just the opinions from one of many players, feedback is always helpful and I wanted you to know there is at least one missile lover out there who's okay with the changes.
Thanks for chiming in with that!
Frigates are also getting an across the board speed buff so that they can be more in their niche. Depending on how large the buff is, I suspect frigates will be significantly more deadly in this patch, not less . I guess we'll see.
Oh, I think I forgot to mention one thing about the role of frigates in escape-style battles. The pursuing side can choose to deploy their fighters and frigates from the left or right instead of at the bottom. That potentially brings those ships closer to the flanks of the retreating fleet and also puts them in much better position to control some of the objectives. As you might imagine, control of the Nav Buoy points can make or break an escape. On the flip side, when you're escaping, having fast escort ships to control or at least contest those is what gives larger ships a chance to get away.