Fighter Update
Did I mention that combat readiness (“CR” – briefly, a measure of how good a shape the ship is in, 0 to 100%) has lots of tendrils into other areas of the design? I think I did. That’s not a bad thing; in fact that’s rather the point. It does, however, mean that I end up adjusting a number of mechanics in the name of everything fitting in better.
One such set of mechanics is just about everything surrounding fighters. In the current release, they’re a bit rough around the edges, especially in the campaign – a few things don’t quite make sense lore-wise, and a few things combine to make them weaker than I’d like them to be.
So, changes!
In Combat
The first big one is that fighter wings no longer go back to a carrier as a single unit. Instead, individual fighters peel off when they need to repair or rearm, while carriers launch replacements for every wing that needs them. This does a couple of things.
First of all, having more flight decks is actually useful. An Astral’s three decks can crank out replacements at an alarming rate, one that a more modest carrier will be unable to match. This is particularly important because with more decks, fighters can regain their numbers more quickly – instead of being massacred piecemeal as replacements trickle in. (As it stands in the current release, the three decks on the Astral are overkill; hardly any fleet can make use of all of them.)
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