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Starsector => General Discussion => Blog Posts => Topic started by: Alex on September 23, 2016, 11:57:50 AM

Title: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 11:57:50 AM
Blog post here (http://fractalsoftworks.com/2016/09/23/orbital-stations-in-combat/).
Title: Re: Orbital Stations in Combat
Post by: Wyvern on September 23, 2016, 12:10:47 PM
Neat!

The first question that comes to my mind: what happens to a station with destroyed module(s) when combat ends?  Say I engage a planetary defense force, manage to blow up part of their station, and then have to retreat.  How long will it take them to get those modules back up and running?  Are they still gone if I immediately re-engage?  What if I run away to give my fleet a few days to recover CR?

And from the other side; if I have a station (or other multi-module ship) in my fleet, and a module is destroyed, do I lose the weapons on it?
Title: Re: Orbital Stations in Combat
Post by: ciago92 on September 23, 2016, 12:13:11 PM
Not sure how I feel about CR on the station, but outside of that I'm loving what I'm seeing!
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 12:22:42 PM
The first question that comes to my mind: what happens to a station with destroyed module(s) when combat ends?  Say I engage a planetary defense force, manage to blow up part of their station, and then have to retreat.  How long will it take them to get those modules back up and running?  Are they still gone if I immediately re-engage?  What if I run away to give my fleet a few days to recover CR?

They take a bit of time to be repaired/reattached, but not *too* long. Off the top of my head (this has been in the game for maybe 2 months, actually, just now writing about it) it's something like the time it takes to repair 25% of their hull.

And from the other side; if I have a station (or other multi-module ship) in my fleet, and a module is destroyed, do I lose the weapons on it?

Hmm, not actually sure. I *think* the way it'd work as coded right now is you would keep the weapons, and they would just reappear along with the module. Which may or may not be desirable; will most likely have to look at this again.

Not sure how I feel about CR on the station, but outside of that I'm loving what I'm seeing!

As a side note here, stations have unlimited peak time.
Title: Re: Orbital Stations in Combat
Post by: Ghoti on September 23, 2016, 12:24:23 PM
Quote
All I’m asking for, then, is some brakes for the potential hype train.

NEVER
Title: Re: Orbital Stations in Combat
Post by: Cik on September 23, 2016, 12:29:48 PM
it's a little.. small, isn't it?

i always envisioned the naval yards around jangala etc. taking up like one edge of the map entirely by itself. then you have to crawl through it's fire for most of the map and shoot it.

or is that a tiny station because it looks smaller than that dominator.
Title: Re: Orbital Stations in Combat
Post by: Wyvern on September 23, 2016, 12:35:17 PM
The main thing that makes this otherwise smart-looking (if I do say so myself) station a placeholder is its size, barely battleship-level. That’s not to say it could never see action in a different role, but it’s not big enough to be, say, a hypothetical battlestation defending a planet.
i always envisioned the naval yards around jangala etc. taking up like one edge of the map entirely by itself. then you have to crawl through it's fire for most of the map and shoot it.
Hm, something like that would make a rather epic boss fight for something like SS+'s old arcade mode.  Especially if the only way to finally kill it is to fly in through a narrow hole in the superstructure and destroy the core...  But that wouldn't work outside of an arcade mode; can you imagine the AI trying to pilot a fleet through a maze?  So not happening.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 12:37:03 PM
it's a little.. small, isn't it?

Duuuuude:

Quote from: blog post
The main thing that makes this otherwise smart-looking (if I do say so myself) station a placeholder is its size, barely battleship-level. That’s not to say it could never see action in a different role, but it’s not big enough to be, say, a hypothetical battlestation defending a planet.

:D

(Ah, ninja'ed.)

i always envisioned the naval yards around jangala etc. taking up like one edge of the map entirely by itself. then you have to crawl through it's fire for most of the map and shoot it.

That, on the other hand, would be a bit much for the game to handle. I think. So: somewhere in between.
Title: Re: Orbital Stations in Combat
Post by: David on September 23, 2016, 12:38:51 PM
it's a little.. small, isn't it?

I will not stand to hear the size of Placeholder Station being mocked! It is a proud structure; noble even, blazing a trail by rotating very slowly in the dark unknown so that others, perhaps larger though this speculation is in no way made to denigrate the scale of the aforementioned station whose heroism is unchallenged, may follow!
Title: Re: Orbital Stations in Combat
Post by: Machine on September 23, 2016, 12:39:36 PM
As a side note here, stations have unlimited peak time.

I suppose that's configurable per station, I mean it's not like I want to make a "ship" will multiple sections  ;).
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 12:40:37 PM
I will not stand to hear the size of Placeholder Station being mocked! It is a proud structure; noble even, blazing a trail by rotating very slowly in the dark unknown so that others, perhaps larger though this speculation is in no way made to denigrate the scale of the aforementioned station whose heroism is unchallenged, may follow!

I... I think I have something in my eye.


I suppose that's configurable per station, I mean it's not like I want to make a "ship" will multiple sections  ;).

Yep, ship_data.csv, same as everything else.
Title: Re: Orbital Stations in Combat
Post by: Chaos Farseer on September 23, 2016, 12:45:43 PM
Well, I guess that makes TwigLib obsolete. Still awesome, but kind of funny that way.
Title: Re: Orbital Stations in Combat
Post by: Wyvern on September 23, 2016, 12:48:44 PM
Minor suggestion: make the station range boost grant at least normal capital levels of +range to ballistic PD.  Flak may be okay without a range boost at all, at least when the turrets are near the edge of the ship, but vulcans and light machine guns need all the help they can get.

Aside: Yay, we can get tachyon lance sniping again!  We just have to be towing a station with us.  ;-)

Also aside: And now I'm having flashbacks to Master of Orion II, where I so greatly wished I could outfit my stations.  "No, don't install a death ray!  We can fit twenty plasma cannons in that space!"
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 12:52:46 PM
Minor suggestion: make the station range boost grant at least normal capital levels of +range to ballistic PD.  Flak may be okay without a range boost at all, at least when the turrets are near the edge of the ship, but vulcans and light machine guns need all the help they can get.

Actually already works that way, just didn't want to belabor the point in the blog post! Non-beam PD gets +50% range while everything else gets +200%.

Also aside: And now I'm having flashbacks to Master of Orion II, where I so greatly wished I could outfit my stations.  "No, don't install a death ray!  We can fit twenty plasma cannons in that space!"

Yeah, reminds me of not researching specific tech just so it wouldn't get auto-used by the stations...

(Also, MoO2 plasma cannons OP.)
Title: Re: Orbital Stations in Combat
Post by: Morrokain on September 23, 2016, 01:38:28 PM
Wow this update is going to be huge!  :D

Also, in the 1+1=2 category:

Fighters are now ship weapons that can be built in, meaning unique carrier builds with special fighters are possible.

Stations are "ships" in the essential ways.

 ;D ;D ;D ..(Oh right, hype train moderation:)  :)  :)  :)


Alright I have to ask,

any chance of getting a glimpse into the file structure changes? At this point they have to be... well I'd rather not think about it. ha.

I can post something in the modding subforum if there are enough to warrant it, but even things like "removed these columns in wing_data.csv, added these 3 columns for stations in ship_data.csv" and that sort of stuff would help all us excited modders get up to speed quickly
Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on September 23, 2016, 01:40:28 PM
*squeals happily like a damn schoolgirl*
Title: Re: Orbital Stations in Combat
Post by: AgroFrizzy on September 23, 2016, 01:40:31 PM
This blog post has pulled me from the void.

I'm soooo excited for the next update. Take your time. Or share something that still needs a hotfix down the month or whatever.

I don't care. It's going to be great. You should email rock paper shotgun once this is done, because they would love this. They're huge fans of star control II anyways.
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 01:47:10 PM
Good stuff! You were really certain to mention that we all should keep our hype-thrusters at sane levels, but I still can't help but get excited about future implications!

So modules—what do you have in mind? Obviously we'll see weapon platform modules and you mentioned armor modules but how about shield modules, fighter bay modules and modules that act like the capturable sats in larger battles? The possibilities!

I'd imagine that an outpost couldn't be destroyed if there was an active station in orbit?
Title: Re: Orbital Stations in Combat
Post by: SafariJohn on September 23, 2016, 02:04:17 PM
What if the primary station piece is the only module with weapons left, is it invincible?

Do missiles benefit from the Targeting Supercomputer? (e.g. flight time increase)
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 23, 2016, 02:07:08 PM
Wow. I was hoping they'd come eventually, but I really didn't expect stations in the game for the next update! Love the modular implementation, a bit of Battleships Forever vibe going on here. But judging from the ancient sprite (can't believe its finally getting used!) that was planned from the veeery beginning.


Also, Scy is suddenly the best prepared mod for the coming update ;D


I tiny nitpick: Seeing "ISS Götterdämmerung" spelled with "o" and "a" makes my eyes twitch :'(


What if the primary station piece is the only module with weapons left, is it invincible?

It doesn't have weapons.
Title: Re: Orbital Stations in Combat
Post by: arcibalde on September 23, 2016, 02:15:34 PM
Heh what roller-coaster ride development of Starsector is  ;D  Now, at this moment, I feel like we are heading so high and when next patch hit download section we will be at that point in ride when going down at 80 degrees angle is only option  ;D


I don't know if anybody mentioned, but that stations looks a bit... small?  David wasn't you a bit hungry while drawing that sprite?



 :P
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 02:19:11 PM
Fighters are now ship weapons that can be built in, meaning unique carrier builds with special fighters are possible.

Stations are "ships" in the essential ways.

 ;D ;D ;D ..(Oh right, hype train moderation:)  :)  :)  :)

Indeed!


any chance of getting a glimpse into the file structure changes? At this point they have to be... well I'd rather not think about it. ha.

I can post something in the modding subforum if there are enough to warrant it, but even things like "removed these columns in wing_data.csv, added these 3 columns for stations in ship_data.csv" and that sort of stuff would help all us excited modders get up to speed quickly

wing_data.csv is... well, it's definitely different, but it's a small file and the stuff is straightforward. I wouldn't worry too much about that one.

For station modules, there's a "STATION_MODULE" weapon slot type, and in the .variant files, you can slot other variants into it, like so:
Code: json
"weaponGroups": [{
        "autofire": false,
        "mode": "LINKED",
        "weapons": {
            "WS 001": "platform1_Standard",
            "WS 002": "platform1_Standard",
            "WS 003": "platform1_Standard",
            "WS 004": "platform1_Standard"
        }
    }]

No nesting, iirc, so the plaforms can't themselves have more modules.


*squeals happily like a damn schoolgirl*
This blog post has pulled me from the void.

I'm soooo excited for the next update. Take your time. Or share something that still needs a hotfix down the month or whatever.

I don't care. It's going to be great. You should email rock paper shotgun once this is done, because they would love this. They're huge fans of star control II anyways.

Thank you! Hype-support much appreciated :)



So modules—what do you have in mind? Obviously we'll see weapon platform modules and you mentioned armor modules but how about shield modules, fighter bay modules and modules that act like the capturable sats in larger battles? The possibilities!

I'd imagine that an outpost couldn't be destroyed if there was an active station in orbit?

All good questions, but the answers are all of the "I couldn't possibly comment at this time" variety. Sorry!

(Obviously, thinking about all these - as mentioned in the blog post, there are some fairly natural implications stemming from the mechanics - but I don't want to speculate too much without being more confident they'll pan out.)


What if the primary station piece is the only module with weapons left, is it invincible?

The primary piece of the station isn't considered a "module". If it's designed to have weapons on it, it should also not have the built-in hullmod ("vast bulk") that makes it invincible. So, basically: no, unless the content is created incorrectly.


Do missiles benefit from the Targeting Supercomputer? (e.g. flight time increase)

They do not, no.


But judging from the ancient sprite (can't believe its finally getting used!) that was planned from the veeery beginning.

How's that for some long-term planning? :)

I tiny nitpick: Seeing "ISS Götterdämmerung" spelled with "o" and "a" makes my eyes twitch :'(

I'm, uh, going to blame that one on David. But as long as we're here, I always wondered about this: how acceptable is it to use "oe", "ae", etc in place of umlauts, in otherwise-English text, i.e. "goetterdaemerrung"? Is the degree of eye-twitching more or less than from dropping the umlaut entirely? And a related bonus question: for a native-German mindset, are o and ö "same letter but one has an umlaut" or "different letters entirely"? (There's a similar situation in Russian, and they're very much different letters to the point of both being in the alphabet, but from what I remember of highschool German, the alphabet doesn't include the umlauted letters...)

Edit: part of the reason I'm asking is it doesn't feel right to include umlauts in English text, right. Because they're not part of English! So of the two workarounds (just omit umlaut, vs omit umlaut and add e) which one is more acceptable?

I don't know if anybody mentioned, but that stations looks a bit... small?  David wasn't you a bit hungry while drawing that sprite?

Oh, you.
Title: Re: Orbital Stations in Combat
Post by: ciago92 on September 23, 2016, 02:22:43 PM
Good to know about peak effectiveness, you answered the question I was failing to properly ask haha

Wow this update is going to be huge!  :D

Also, in the 1+1=2 category:

Fighters are now ship weapons that can be built in, meaning unique carrier builds with special fighters are possible.

Stations are "ships" in the essential ways.

 ;D ;D ;D ..(Oh right, hype train moderation:)  :)  :)  :)


Alright I have to ask,

any chance of getting a glimpse into the file structure changes? At this point they have to be... well I'd rather not think about it. ha.

I can post something in the modding subforum if there are enough to warrant it, but even things like "removed these columns in wing_data.csv, added these 3 columns for stations in ship_data.csv" and that sort of stuff would help all us excited modders get up to speed quickly


Speaking of 1+1=2....if fighters are ship weapons and bases are fancy ships with range extension, how do fighters work on bases? I love the idea of a hangar base with a bunch (10+) of wings of fighters. I'm assuming they get extreme range, do they get any other benefits?
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 02:24:53 PM
Speaking of 1+1=2....if fighters are ship weapons and bases are fancy ships with range extension, how do fighters work on bases? I love the idea of a hangar base with a bunch (10+) of wings of fighters. I'm assuming they get extreme range, do they get any other benefits?

Well, those don't actually exist at the moment, so no comment on any of the points. I wouldn't necessarily assume extra range; that could go either way.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 23, 2016, 02:35:12 PM
Quote
Thus: station modules are fitted with a “targeting supercomputer” that triples weapon range, with the exception of non-beam point defense weapons – a Flak Cannon with that sort of range turned out to be a bit ridiculous. The supercomputer also improves weapon accuracy, to help with scoring hits at extreme ranges.
How would this work for (small) assault weapons, like IR pulse laser or railgun, that become enabled for PD via IPDAI hullmod?
Title: Re: Orbital Stations in Combat
Post by: HELMUT on September 23, 2016, 02:36:36 PM
Quote
It’s got station-keeping thrusters to move it back into position in the event it’s moved away by a collision or some such, and that’s about it.

The first thing i want to try is to push it out of the map with the Scarab temporal shell, just for the hell of it.

First question : Does the AI ignore the indestructible body and focus on the modules? I wouldn't want my allies to waste their torpedoes on an unkillable target.

Second question : Can you use a station as a flagship? I mean, outside of devmode, when we'll possibly have our own stations and stuff... How would it works? The weapon groups and all?

Anyway, that's really some sweet news for the next update. I'm sure Piranhas bombers are going to love those huge, immobile targets.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 02:42:01 PM
How would this work for (small) assault weapons, like IR pulse laser or railgun, that become enabled for PD via IPDAI hullmod?

They'd only get +50% with IPDAI.


The first thing i want to try is to push it out of the map with the Scarab temporal shell, just for the hell of it.

Tried it because I'm paranoid; thankfully doesn't work at all. The station has a high mass and high acceleration for the thrusters, so it doesn't even budge.

First question : Does the AI ignore the indestructible body and focus on the modules? I wouldn't want my allies to waste their torpedoes on an unkillable target.

Yeah, the AI doesn't target it and views it as an obstruction to line-of-fire.

Second question : Can you use a station as a flagship? I mean, outside of devmode, when we'll possibly have our own stations and stuff... How would it works? The weapon groups and all?

You can't transfer command to a station. If you could (i.e. for a hypothetical ship with modules) the modules would run their own AI.


Anyway, that's really some sweet news for the next update. I'm sure Piranhas bombers are going to love those huge, immobile targets.

Yeah! Torpedoes work nicely, too, because even a miss often impacts the body nearby, and while that's invincible, the splash damage still gets the module.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 23, 2016, 02:42:24 PM
The first thing i want to try is to push it out of the map with the Scarab temporal shell, just for the hell of it.
Another one:  Shield ramming with Monitor for massive damage like when Monitor first appeared and capitals quickly died to shield ramming.
Title: Re: Orbital Stations in Combat
Post by: Screamlord Scrub Seeker™ on September 23, 2016, 02:44:02 PM
Another potential use is – and I mention this only because I’m sure you’re already thinking about it – a special ship using these module mechanics. If nothing else, I’d be surprised if somebody didn’t mod that in, and if they did, there’d be UI support for refitting it.

i can feel tartiflette's hype from here
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 02:44:32 PM
Another one:  Shield ramming with Monitor for massive damage like when Monitor first appeared and capitals quickly died to shield ramming.

Nope, also does nothing. (Whew.)
Title: Re: Orbital Stations in Combat
Post by: Auraknight on September 23, 2016, 03:09:27 PM
I'm working off of old knowledge here, since I haven't tried phase-bombing something since before the rework, but can you still exit phase inside something else? How does charging something in phase work with these? (And could we have a phase station? or modals?) I know before that if you tanked up a phase ship really good, phased, flew at something so you where overlapping it, and unphased, you'd deal a lot of damage to everyone involved, and even if your ship died, the corpse ended up nuking the thing anyways. Was really noticeable with the small phase ships vs. Capitals.
Title: Re: Orbital Stations in Combat
Post by: AgroFrizzy on September 23, 2016, 03:15:37 PM
This blog post has pulled me from the void.

I'm soooo excited for the next update. Take your time. Or share something that still needs a hotfix down the month or whatever.

I don't care. It's going to be great. You should email rock paper shotgun once this is done, because they would love this. They're huge fans of star control II anyways.

Thank you! Hype-support much appreciated :)

Haha, the anti Sean Murray.

Seriously, you're incapable of disappointing 'cuz we know exactly what to expect.

Which is exactly why I'm so stoked. You've got a good track record  ;D

If a station is just a big, powerful non-moving ship - life is good! If it's a lot more than that at any given point we're also good. The coolest thing about it will be the ability to take over stations slash defend stations in this manner. Mods can do a lot from there.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 23, 2016, 03:17:32 PM
I'm, uh, going to blame that one on David. But as long as we're here, I always wondered about this: how acceptable is it to use "oe", "ae", etc in place of umlauts, in otherwise-English text, i.e. "goetterdaemerrung"? Is the degree of eye-twitching more or less than from dropping the umlaut entirely? And a related bonus question: for a native-German mindset, are o and ö "same letter but one has an umlaut" or "different letters entirely"? (There's a similar situation in Russian, and they're very much different letters to the point of both being in the alphabet, but from what I remember of highschool German, the alphabet doesn't include the umlauted letters...)


Ä,Ü,Ö are for all practical purposes distinct letters and listed in most German alphabets. I'd definitely say that using the transcriptions (Ae, Ue, Oe) is much better than just dropping the umlaut altogether. It's not pretty, but somewhat respectful and technically correct. The alternative always looks to me like a non-native speaker just didn't care. Besides, in some cases the meaning is completely changed (Bär=bear, Bar=bar as in pub).


Edit: part of the reason I'm asking is it doesn't feel right to include umlauts in English text, right. Because they're not part of English!

I don't follow. If you use a foreign name, why not use foreign symbols (except for technical reasons)? For example, in German the name André is always spelled with the french e-acute, and García with the Spanish i-acute.
If you'd try that the other way round and switch the English th with a sharp z (the closest German equivalent), Batman would suddenly live in Gozam city :D



Nope, also does nothing. (Whew.)

How is it with EMP arcs from Tachyon Lances and so on, do they spread between modules?

Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 03:47:08 PM
I'm working off of old knowledge here, since I haven't tried phase-bombing something since before the rework, but can you still exit phase inside something else? How does charging something in phase work with these? (And could we have a phase station? or modals?) I know before that if you tanked up a phase ship really good, phased, flew at something so you where overlapping it, and unphased, you'd deal a lot of damage to everyone involved, and even if your ship died, the corpse ended up nuking the thing anyways. Was really noticeable with the small phase ships vs. Capitals.

It'd probably do some damage, yeah.

No plans for phase stations, though I suppose technically it's possible. It'd be kind of weird for modules to phase independently of the station, though, and since much of the advantage of phasing lies in mobility...

Haha, the anti Sean Murray.

(Seriously, though, he's always come across as earnest and excited to me, from what I've seen. And given the amount of pressure and attention, it's hard to imagine anyone doing much better. But I don't want to get too off-topic here :))


Ä,Ü,Ö are for all practical purposes distinct letters and listed in most German alphabets. I'd definitely say that using the transcriptions (Ae, Ue, Oe) is much better than just dropping the umlaut altogether. It's not pretty, but somewhat respectful and technically correct. The alternative always looks to me like a non-native speaker just didn't care. Besides, in some cases the meaning is completely changed (Bär=bear, Bar=bar as in pub).

Thank you for explaining! Added some e's.

I don't follow. If you use a foreign name, why not use foreign symbols (except for technical reasons)? For example, in German the name André is always spelled with the french e-acute, and García with the Spanish i-acute.
If you'd try that the other way round and switch the English th with a sharp z (the closest German equivalent), Batman would suddenly live in Gozam city :D

Hmm. Where does that stop, though? Say there's a russian name, should that be written in cyrillic in an otherwise english text? What about chinese or japanese? I don't think it's reasonable to expect an english speaker to know how to pronounce an e-acute, o-umlaut, etc. They're not part of english nor in the alphabet. A text that includes these might be more faithful to the original spelling of the word, but it's no longer in actual english.

If one does want to include those (and it makes sense sometimes, for sure! especially in a historical context, or where the accuracy of the original is particularly important for some other reason), it'd probably make sense to italicize the word to emphasize the fact that it's in another language.

Maybe it's different in german, given that "stuff above the letter" is a more common occurrence in the first place? I mean, I don't even know how to type these in on the keyboard.

Re: th vs z, at least both t and h are in the german alphabet :) But then, place names get weird anyway. Köln vs Cologne? "Gozam" seems less weird than that.


How is it with EMP arcs from Tachyon Lances and so on, do they spread between modules?

They don't, no.
Title: Re: Orbital Stations in Combat
Post by: Harmful Mechanic on September 23, 2016, 03:53:52 PM
I'm working off of old knowledge here, since I haven't tried phase-bombing something since before the rework, but can you still exit phase inside something else? How does charging something in phase work with these? (And could we have a phase station? or modals?) I know before that if you tanked up a phase ship really good, phased, flew at something so you where overlapping it, and unphased, you'd deal a lot of damage to everyone involved, and even if your ship died, the corpse ended up nuking the thing anyways. Was really noticeable with the small phase ships vs. Capitals.

It'd probably do some damage, yeah.

No plans for phase stations, though I suppose technically it's possible. It'd be kind of weird for modules to phase independently of the station, though, and since much of the advantage of phasing lies in mobility...

I can see one application here; a research facility that's suffered a terrible accident. Several modules on the station are wrecked, and a few sections keep phasing in and out at random. Would make for an amusing jump-off point for some ghost-story missions.
Title: Re: Orbital Stations in Combat
Post by: Morrokain on September 23, 2016, 04:11:26 PM
Don't know why I forgot to ask this!

How do stations get spawned in a battle?

Are they *always* at the spawn point of a capital like a football field where the endzone is each side's station/stations and the no man's land battleground is in the center?

And, if not, can they be selectively placed by the player at all, through modding or even in game for tactical reasons (such as on top of capture points)?
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 04:16:07 PM
You're going to use these mechanics for the Salvage system ain't ya? Some big, shattered hulk with a few weapon modules on it so it can actually fight back (meagerly) would make for some nice encounters for the early game.

If it does become possible to refit stations, will you be able to add hullmods to them (with nonsensical mods, like Aug Engines, disabled)? Thinking on it, you wouldn't be applying hullmods to individual weapon modules but rather to the main station and that would apply the applicable hullmods to all modules, yeah? I do hope that you'll make refitting stations a thing! I'd imagine building one would be a large investment and letting the player refit and customize it to really make it their own would be great!

Stations seem like a big workload for David. Is there gonna be low-tech, midline and high-tech styles of stations to boot? Also, in the final screenshot I can see some Talons—they look like they've been tweaked a bit (could just be seeing things as resolution is too small, though). I'm curious as to how many sprites David has made edits to in the current dev build!
Title: Re: Orbital Stations in Combat
Post by: kazi on September 23, 2016, 04:18:36 PM
Excellent progress, as usual. Looking forward to whatever the update brings. This feels like it will be the biggest addition to gameplay yet (all those pieces from before are starting to fit  together).

(Not looking forward to having to draw out a gigantic Mayorate station, but there are worse fates...)
Title: Re: Orbital Stations in Combat
Post by: David on September 23, 2016, 04:20:45 PM
Stations seem like a big workload for David. Is there gonna be low-tech, midline and high-tech styles of stations to boot? Also, in the final screenshot I can see some Talons—they look like they've been tweaked a bit (could just be seeing things as resolution is too small, though). I'm curious as to how many sprites David has made edits to in the current dev build!

1. I like drawing space things.

(2. Good lord how could you possibly notice the edits to the Talon?)

3. As for number of sprites that were edited, uh, I have not been counting.
Title: Re: Orbital Stations in Combat
Post by: MesoTroniK on September 23, 2016, 04:34:44 PM
I am really curious, and dread how large the bigger stations might end up being.
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 04:37:22 PM
Well since David actually enjoys drawing space things, they might be pretty big! >8D
Title: Re: Orbital Stations in Combat
Post by: MesoTroniK on September 23, 2016, 04:38:21 PM
Is going to end up breaking me...
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 23, 2016, 04:42:09 PM
For hitting home that station cores are indestructible, it might be good to make their armor static and their hull points ? or 99999. Otherwise I foresee new players hit them with concentrated fire for quite some time.



On cool application for stations would be passive environmental entities that serve as terrain, e.g. huge asteroids or solar shades in the middle of the map.


Language off-topics:
Spoiler
Hmm. Where does that stop, though? Say there's a russian name, should that be written in cyrillic in an otherwise english text? What about chinese or japanese? I don't think it's reasonable to expect an english speaker to know how to pronounce an e-acute, o-umlaut, etc. They're not part of english nor in the alphabet. A text that includes these might be more faithful to the original spelling of the word, but it's no longer in actual english.

Thing is, there are official system for the Romanization of these completely separate writing systems, because they are unintelligible otherwise. On the other hand German, French, Spanish, English and so on all already use the Romanic character system, just separate sub-portions of it. In computing this is btw represented by the "Western Latin character sets".
The pronunciation would of course still be all bungled up, but then at least you know that you're doing it wrong :D

Cool that you took German in highschool, btw :) And sry for our hard grammar and arbitrary gender assignments...


Maybe it's different in german, given that "stuff above the letter" is a more common occurrence in the first place?

Na, I believe Americans just have a thing for butchering "Americanizing" foreign names, and a long tradition of it ;D Probably on account of being an immigrant nation. While, I guess, we Europeans are more likely to get immediate and enthusiastic feedback from our dear neighbors when trying to drop an alien letter from a foreign name ;D
[close]
Title: Re: Orbital Stations in Combat
Post by: Megas on September 23, 2016, 04:54:29 PM
Maybe some space stations can have a core.  Kill the core, kill the station, like classic Death Star and a bunch of other video games.
Title: Re: Orbital Stations in Combat
Post by: xenoargh on September 23, 2016, 05:20:51 PM
Very excited about all of that blog post.  The use for "sub-modules" on ship design in general is quite exciting, the multiple shields is exciting, being able to build Stations with components is exciting, and I like the range fix; that's essentially what I did for Vacuum and it worked. 

I think that Station combat is one of the things I've looked forward to most in SS as it heads into the latter stages of development.

A thought on the obvious problems that arise from "to-scale" Stations:

1.  It'll almost always be cheaper to draw a bunch of small quads than one big one, because of fillrate issues when dealing with stuff that's screen-sized.
2.  No. 1 also means that most of the Stuff can get culled visually if it's all a bunch of Components.
3.  The biggest problem that can arise is absurdities involving rotational speeds and AI in general with Really Big Things. 

Generally put, it's going to be necessary to recalculate collision / avoidance volumes and treat the Station as a large combined entity; that will probably be a bit challenging.  Perhaps a good approach would be to run some code that combines all of the hit geometry by cutting line segments where they cross each other, calculates an ellipse with an offset that more than covers that... and then recalculates whenever a component separates.  Expensive as a one-time event goes but probably not too bad.  That'll largely keep the AI OK with big sizes, in terms of avoidance; they can largely aim at staying outside the ellipse.

I wouldn't worry about this, much, though; if you need a Climactic Battle where the player fleet has to engage a Really Big Station, that's a new battle type, where the player fleet could deploy either in the traditional fashion and face the problems of command use to correct the issues that will arise, or deploy all the way around, with fewer AI messups but a lack of supporting elements.  But AI messups are going to happen with Really Big Things regardless, so I wouldn't consider it the end of the world.
Title: Re: Orbital Stations in Combat
Post by: icepick37 on September 23, 2016, 05:21:13 PM
Ah the raw possibility tempered by hype brakes and realism. Still a sweet sweet ride.
Title: Re: Orbital Stations in Combat
Post by: MShadowy on September 23, 2016, 05:26:17 PM
God damn this release is shaping up to be cool as hell; I am really looking forward to seeing this in action.

Now I just need to think of proper outpost designs, I guess.
Title: Re: Orbital Stations in Combat
Post by: King Alfonzo on September 23, 2016, 05:27:35 PM
If it does become possible to refit stations, will you be able to add hullmods to them (with nonsensical mods, like Aug Engines, disabled)?

And now I'm imagining a station that spins at uber high speed with a single weapon module on it. Trying to shoot the module means you'll most likely hit the indestructible hull instead of the module, which is just slowly plinking at you. Truly spin to win.

Overall a great update, although I shudder to think exactly how big these stations are going to get on the battle map. We talking death star big?
Title: Re: Orbital Stations in Combat
Post by: Linnis on September 23, 2016, 05:28:13 PM
Did that peice of disabled module break in half? Thats a thing now?

Also I am pretty hyped for what David will come up with for stations...
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 05:30:53 PM
How do stations get spawned in a battle?

Are they *always* at the spawn point of a capital like a football field where the endzone is each side's station/stations and the no man's land battleground is in the center?

And, if not, can they be selectively placed by the player at all, through modding or even in game for tactical reasons (such as on top of capture points)?

In the middle, a bit towards the side that owns it. Station vs station battles aren't a thing for the simple reason that stations can't move. A mod could naturally move these around.



You're going to use these mechanics for the Salvage system ain't ya? Some big, shattered hulk with a few weapon modules on it so it can actually fight back (meagerly) would make for some nice encounters for the early game.

If it does become possible to refit stations, will you be able to add hullmods to them (with nonsensical mods, like Aug Engines, disabled)? Thinking on it, you wouldn't be applying hullmods to individual weapon modules but rather to the main station and that would apply the applicable hullmods to all modules, yeah? I do hope that you'll make refitting stations a thing! I'd imagine building one would be a large investment and letting the player refit and customize it to really make it their own would be great!

:-X



Excellent progress, as usual. Looking forward to whatever the update brings. This feels like it will be the biggest addition to gameplay yet (all those pieces from before are starting to fit  together).

Yeah, that's how I feel about it too! A lot of campaign-level stuff is finally starting to converge.

(Not looking forward to having to draw out a gigantic Mayorate station, but there are worse fates...)
I am really curious, and dread how large the bigger stations might end up being.

I guess we'll see, but I wouldn't expect anything *too* large. I'd also guess that most of the visible area would be made up of modules, where reuse is possible, with the "base" being more of a skeleton/framework for the modules. But, again, we'll see.



For hitting home that station cores are indestructible, it might be good to make their armor static and their hull points ? or 99999. Otherwise I foresee new players hit them with concentrated fire for quite some time.

Yeah, you're probably right. Hopefully "no damage floaties" will sell it, but the armor being static doesn't feel right.


On cool application for stations would be passive environmental entities that serve as terrain, e.g. huge asteroids or solar shades in the middle of the map.

(You know, a gratuitously breakable solar shade actually came up.)


Language off-topics:
Spoiler
Thing is, there are official system for the Romanization of these completely separate writing systems, because they are unintelligible otherwise. On the other hand German, French, Spanish, English and so on all already use the Romanic character system, just separate sub-portions of it. In computing this is btw represented by the "Western Latin character sets".
The pronunciation would of course still be all bungled up, but then at least you know that you're doing it wrong :D

Yeah, but it's still a different language, is my point. This has got to be a cultural thing! I mean, I'm not exactly "american" (though much more so than "russian" at this point), but to me it feels weird to throw in those characters etc into english text. Pretentious is I think the main thing, in terms of how it feels. For example people that insist on pronouncing "karate" japanese-style. Like, if you're speaking english, speak english. You're going to butcher it anyway! Even if you're not, it somehow feels disrespectful to the person one is talking to, like one is trying to show off their sophistication in a graceless way. Not saying there's a solid logical foundation for this or even that it's not just me, though.

But for characters specifically, "different language" seems like a pretty objective dividing line.

Cool that you took German in highschool, btw :) And sry for our hard grammar and arbitrary gender assignments...

4 years! Plus one more in college. For all that, barely remember anything now (nur ein bisschen, vielleicht). Probably one of those things where if I ever moved to Germany, it'd be a lot easier to pick up, but at the moment I might as well not know it. A while ago listened to a Starcraft broadcast in german, and it sort of started making sense after a while. Sort of. But then they pepper english words in a lot, so not a clean experiment by any means.

(Re: grammar and genders, it's remarkably similar to how russian handles it, so it's all good :D)

Na, I believe Americans just have a thing for butchering "Americanizing" foreign names, and a long tradition of it ;D Probably on account of being an immigrant nation. While, I guess, we Europeans are more likely to get immediate and enthusiastic feedback from our dear neighbors when trying to drop an alien letter from a foreign name ;D

Hah, yeah, that makes sense. It's all peer pressure, in the US to americanize, and in Europe apparently to get it right :)
[close]



1.  It'll almost always be cheaper to draw a bunch of small quads than one big one, because of fillrate issues when dealing with stuff that's screen-sized.

Right, but for comparison, it draws a 2048x2048 background every frame, and I doubt the station base would be even that big.


2.  No. 1 also means that most of the Stuff can get culled visually if it's all a bunch of Components.

Yep, already how it works actually! Since the modules are individual ships, they'll only render if they're close enough to being on-screen.


Generally put, it's going to be necessary to recalculate collision / avoidance volumes and treat the Station as a large combined entity; that will probably be a bit challenging.  Perhaps a good approach would be to run some code that combines all of the hit geometry by cutting line segments where they cross each other, calculates an ellipse with an offset that more than covers that... and then recalculates whenever a component separates.  Expensive as a one-time event goes but probably not too bad.  That'll largely keep the AI OK with big sizes, in terms of avoidance; they can largely aim at staying outside the ellipse.

It already uses a bin-lattice for collisions, so those should be fine in terms of performance. For the AI, the current strafing AI already more or less treats a group of enemy ships as bounded by a polygon that it tries to stay on the outside of, so I *think* that'll hold up well. Seems to be so far.


3.  The biggest problem that can arise is absurdities involving rotational speeds and AI in general with Really Big Things. 
...
I wouldn't worry about this, much, though; if you need a Climactic Battle where the player fleet has to engage a Really Big Station, that's a new battle type, where the player fleet could deploy either in the traditional fashion and face the problems of command use to correct the issues that will arise, or deploy all the way around, with fewer AI messups but a lack of supporting elements.  But AI messups are going to happen with Really Big Things regardless, so I wouldn't consider it the end of the world.

Yeah, I'm sure there'll be some issues that slip through. Kind of inevitable with a big thing like this, really!


Ah the raw possibility tempered by hype brakes and realism. Still a sweet sweet ride.

:)


Did that peice of disabled module break in half? Thats a thing now?

It did and yes it is. See:
http://fractalsoftworks.com/forum/index.php?topic=11240.0

Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on September 23, 2016, 05:36:09 PM
Are modules interchangeable from one another? (IE Station A using Station B's modules)
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 05:45:19 PM
If they fit visually, sure. You could mount up 4 Onslaughts on the ISS Placeholder, and it'd work just fine.

(I might, or might not, have tried this.)
Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on September 23, 2016, 06:08:12 PM
If they fit visually, sure. You could mount up 4 Onslaughts on the ISS Placeholder, and it'd work just fine.

(I might, or might not, have tried this.)
Great, now I want to create a mod that uses battle riders (in Sword of the Stars, you could have ships that carried a few one class lower ships into battle)
So my next question is this: Is it possible to have modules BE actual ships that would fight on their own?
Title: Re: Orbital Stations in Combat
Post by: Nanao-kun on September 23, 2016, 06:08:24 PM
If they fit visually, sure. You could mount up 4 Onslaughts on the ISS Placeholder, and it'd work just fine.

(I might, or might not, have tried this.)

Oh god. I need to see this.
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 06:18:15 PM
Dat hullmod that grants triple range, tho! 3600 range Gauss Cannons, 1350 range Heavy Machine Guns and Assault Chainguns...WOWZA! Taking on a big bad battlestation is gonna be serious hell—a unique experience and fight to be certain!

How would you guys fight such a battlestation? I don't think frigates would stand much of a chance with 1350 range HMGs and Chainguns! I'd probably go with Gauss Cannon equipped Dominators + ITU and try to snipe as best I could and bring a few other ships with Annihilator pods to choke up any PD and then try to get some torpedoes through. I'm so used to having my ships outrange everything and not the other way around!
Title: Re: Orbital Stations in Combat
Post by: Cik on September 23, 2016, 06:23:25 PM
the same way i fight anything that's big and immobile

bomberwall
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 06:24:17 PM
You saw in that screenshot them 8 Dual Flaks with +50% range, ya? Good luck with that...haha!
Title: Re: Orbital Stations in Combat
Post by: Morrokain on September 23, 2016, 06:31:05 PM
wing_data.csv is... well, it's definitely different, but it's a small file and the stuff is straightforward. I wouldn't worry too much about that one.


For station modules, there's a "STATION_MODULE" weapon slot type, and in the .variant files, you can slot other variants into it, like so:
Spoiler
Code: json
"weaponGroups": [{
        "autofire": false,
        "mode": "LINKED",
        "weapons": {
            "WS 001": "platform1_Standard",
            "WS 002": "platform1_Standard",
            "WS 003": "platform1_Standard",
            "WS 004": "platform1_Standard"
        }
    }]
[close]

No nesting, iirc, so the plaforms can't themselves have more modules.

Sweet! That's really efficient!  :)

It also means that not much will change under the hood from whats already there either, as an additional weapon slot type wont break pre-existing .variant OR .ship files. You have no idea how happy that makes me lol. Adding the relevant features will be straightforward too.

To designate a hull a "station", is there a new STATION hulltype that gets exclusively used in battle deployments? Or is that something flagged in ship_data.csv?


How do stations get spawned in a battle?


In the middle, a bit towards the side that owns it. Station vs station battles aren't a thing for the simple reason that stations can't move. A mod could naturally move these around.


 ;D
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on September 23, 2016, 06:35:27 PM
Ho.
Well.
That is an interesting addition to the game...
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 06:38:09 PM
So my next question is this: Is it possible to have modules BE actual ships that would fight on their own?

I'm not sure what you mean - they *are* ships that fight on their own, under the hood. It's just that their location is fixed to a relative position and facing on the station.

Dat hullmod that grants triple range, tho! 3600 range Gauss Cannons, 1350 range Heavy Machine Guns and Assault Chainguns...WOWZA!

(HMG's, being non-beam PD, would only get +50% range.)


Sweet! That's really efficient!  :)

It also means that not much will change under the hood from whats already there either, as an additional weapon slot type wont break pre-existing .variant OR .ship files. You have no idea how happy that makes me lol. Adding the relevant features will be straightforward too.

To designate a hull a "station", is there a new STATION hulltype that gets exclusively used in battle deployments? Or is that something flagged in ship_data.csv?

Yeah, really wanted to keep it simple.

Regarding making a hull a station, it should be given "STATION" and "UNBOARDABLE" hints in the csv, while the modules should just get the latter. The modules should also have the FRIGATE hullSize, ideally, so that their explosions look right and... a couple of other things I'm not exactly remembering. It'll work if it's not FRIGATE, but it'll work better if it is. The station itself should have a CAPITAL sized hull.
Title: Re: Orbital Stations in Combat
Post by: Cik on September 23, 2016, 06:41:26 PM
You saw in that screenshot them 8 Dual Flaks with +50% range, ya? Good luck with that...haha!

i don't think you comprehend the size of the bomberwall
Title: Re: Orbital Stations in Combat
Post by: Morrokain on September 23, 2016, 06:47:54 PM
Great, now I want to create a mod that uses battle riders (in Sword of the Stars, you could have ships that carried a few one class lower ships into battle)
So my next question is this: Is it possible to have modules BE actual ships that would fight on their own?

You probably could use a built-in fighter wing of a variant of any ship and have it deployed from a hangar module while tweaking the stats of that module to make it reinforce effectively never.

Probably the only way I could see it happening based on complete speculation.  :P
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 06:53:58 PM
Ahh, that's right, HMG's are indeed tagged as PD. Less terrifying now but only somewhat!

You should make a video of this "bomberwall" Cik, though I do remember a vid of someone spamming like 20 Piranha wings and that was pretty nuts.

The amount of new mechanics and content that is now bundled in this patch is becoming truly colossal! Please have mercy Alex and at least tell us that the first round of patch notes aren't too far off...
Title: Re: Orbital Stations in Combat
Post by: Megas on September 23, 2016, 07:05:45 PM
Ahh, that's right, HMG's are indeed tagged as PD. Less terrifying now but only somewhat!
Assault Chaingun is not, though.
Title: Re: Orbital Stations in Combat
Post by: Sy on September 23, 2016, 07:40:05 PM
Alex, stahp! i'd really like to get to play the next release before 2018, and all the cool additions make the long wait even harder! :D

kinda blog-related question: did the Pilums (Pila?) in that 2nd screenshot go through/over the husk of the broken-off module floating in the upper right, or did the husk just float into their engine trail? because guided missiles avoiding husks (much like they avoid allied ships) is something i actually wanted to see for a while. wasting a swarm of Harpoons because they decide to slam right into a mostly static object on the way to their target can be quite frustrating. same with asteroids to a lesser degree, but those are usually not large, durable and numerous enough to be a real issue.


They'd only get +50% with IPDAI.
why do beam PD weapons get the full range, btw? 3k range Tac Lasers with IPDAI seems kinda nuts..

Yeah, you're probably right. Hopefully "no damage floaties" will sell it, but the armor being static doesn't feel right.
did you try just showing all floating damage text as "0" instead? i think that could be more obvious than having no text at all. although it might also give the impression that there is a way to damage it, if specific conditions are met.

i don't think you comprehend the size of the bomberwall
also: the new PD-distracting flares that some fighters will have. a single Astral could use 2 wings for distraction and still send never-ending swarms of 12 Hammers or 8 Atropos every 30sec or so.
Title: Re: Orbital Stations in Combat
Post by: Harmful Mechanic on September 23, 2016, 07:43:06 PM
It might be time for a new category of bomber, too :D. I wouldn't mind a 'strategic' bomber wing, something that wasn't much good against ships but could really maul a station.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 08:02:07 PM
kinda blog-related question: did the Pilums (Pila?) in that 2nd screenshot go through/over the husk of the broken-off module floating in the upper right, or did the husk just float into their engine trail? because guided missiles avoiding husks (much like they avoid allied ships) is something i actually wanted to see for a while. wasting a swarm of Harpoons because they decide to slam right into a mostly static object on the way to their target can be quite frustrating. same with asteroids to a lesser degree, but those are usually not large, durable and numerous enough to be a real issue.

The module floated into the engine trail. Sorry :)

why do beam PD weapons get the full range, btw? 3k range Tac Lasers with IPDAI seems kinda nuts..

Well, mainly because vulcans and such with 3x range looked kind of silly. And this is one area where beam PD could actually use a bit of a boost, since the station has no mobility.

did you try just showing all floating damage text as "0" instead? i think that could be more obvious than having no text at all. although it might also give the impression that there is a way to damage it, if specific conditions are met.

As you say, seems like it might be more of a sidegrade.


It might be time for a new category of bomber, too :D. I wouldn't mind a 'strategic' bomber wing, something that wasn't much good against ships but could really maul a station.

The Piranhas are kind of that, honestly. They *can* do well against ships, but their firepower really goes up drastically vs a non-moving target. Of course, if that target has a bunch of flak, they're going to need an effective screen.
Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on September 23, 2016, 08:17:19 PM
So my next question is this: Is it possible to have modules BE actual ships that would fight on their own?
What I mean is, is it possible for a "station" to come into battle and launch these battle rider modules, which are ships that are mobile and independent?
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 08:52:36 PM
Oh - yeah, definitely not out of the box. Could probably be modded in, though.
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 08:54:22 PM
I'm sure it'll be possible for a station to have a fighter bay module or—more inline to what you're talking about—possibly launching some of them new frigate-sized drone ships that were revealed awhile back.

(Sword of the Stars 2 was great but royally botched its launch. Hivers 4 life!)

I was just about to post this and Alex ninja'ed...
Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on September 23, 2016, 08:57:35 PM
(Sword of the Stars 2 was great but royally botched its launch. Hivers 4 life!)
That's a cute little gate ship you got there... Would be a shame if something were to "happen" to it...
Title: Re: Orbital Stations in Combat
Post by: Histidine on September 23, 2016, 09:04:03 PM
Will the admiral AI prefer to keep their mobile ships "camping" the station, at least if they're at a strength disadvantage? Even with triple range I expect stations won't typically have enough reach to keep the attacker from staying out of range and defeating the mobile defenses, then dealing with the station once it's alone.

Also, does the AI of individual ships know not to obstruct the station's field of fire? (This is something that would be nice in general, actually)
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 09:13:13 PM
Could you give us any insight into what sort of power level you're envisioning for a high-end battlestation? Will max power battlestations be able to defeat multiple capital ships or are you foreseeing some weaker?

I know there are all sorts of variables that can come into play but just a general idea?
Title: Re: Orbital Stations in Combat
Post by: Alex on September 23, 2016, 09:23:55 PM
Will the admiral AI prefer to keep their mobile ships "camping" the station, at least if they're at a strength disadvantage? Even with triple range I expect stations won't typically have enough reach to keep the attacker from staying out of range and defeating the mobile defenses, then dealing with the station once it's alone.

Also, does the AI of individual ships know not to obstruct the station's field of fire? (This is something that would be nice in general, actually)

There's still some work to do on that front. Currently it just orders a heavy escort on the station, but as you note, there's potential issues with line of fire there. Plus, there's the issue of the player potentially camping out the peak time of any station-escorting frigates etc, so that needs to be dealt with somehow.


Could you give us any insight into what sort of power level you're envisioning for a high-end battlestation? Will max power battlestations be able to defeat multiple capital ships or are you foreseeing some weaker?

I know there are all sorts of variables that can come into play but just a general idea?

Right now, I'm thinking it should be something that a player with multiple maxed out capitals can take on but with heavy losses, and it should be impossible to solo, although I'm sure that someone will find some way to do it no matter what. But this is talking about currently-hypothetical well-maintained stations that are defending populous planets; there could well be stuff considerably below that in power.

Of note, a station can have an officer and their skills will apply to all the modules, so that could influence its power level quite drastically.

Title: Re: Orbital Stations in Combat
Post by: Az the Squishy on September 23, 2016, 09:27:40 PM
I have people staring at new because of you!!! Aaauuuugbbhhh yes yes yes bahahahahah, stations and breakable parts, hab! Boom boom baby!!! :D
Title: Re: Orbital Stations in Combat
Post by: senhorpistachio on September 23, 2016, 09:36:33 PM
What about a mechanic where troop transport ships carrying marines could dock with and board a disabled station?
Title: Re: Orbital Stations in Combat
Post by: Dri on September 23, 2016, 09:37:08 PM
Right now, I'm thinking it should be something that a player with multiple maxed out capitals can take on but with heavy losses, and it should be impossible to solo, although I'm sure that someone will find some way to do it no matter what. But this is talking about currently-hypothetical well-maintained stations that are defending populous planets; there could well be stuff considerably below that in power.

Of note, a station can have an officer and their skills will apply to all the modules, so that could influence its power level quite drastically.

Damn, thanks for the info on this. I'm glad to see that you intend for the major battlestations to have some serious clout concerning sector power and stability.

An officer in a battlestation...wow. Yeah, I can totally see how powerful that could be to say the least! The coming shift towards skills being more defensive in nature could turn a battlestation damn near invincible! :D
Title: Re: Orbital Stations in Combat
Post by: Thana on September 23, 2016, 10:18:26 PM
"Now, witness the firepower of this halfway decent but not entirely operational battlestation..? Hell, I don't know, just roll with it, okay?"
Title: Re: Orbital Stations in Combat
Post by: CrashToDesktop on September 23, 2016, 11:30:01 PM
All that's needed to accompany the ISS Placeholder is the ISS Slightly Lopsided Isosceles Triangle and we'll have a complete defensive line!

;)
Title: Re: Orbital Stations in Combat
Post by: Cik on September 24, 2016, 12:34:23 AM
It might be time for a new category of bomber, too :D. I wouldn't mind a 'strategic' bomber wing, something that wasn't much good against ships but could really maul a station.

piranhas literally are this. even in the old days they couldn't reliably hit an onslaught (curse you burn drive)

make them actually release the bombs dependent on the enemy's flak range, then break attack, make them and the bombs a little faster and you have an effective strategic bomber.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 24, 2016, 01:43:31 AM
You could also reverse the carpet bombing idea: With a stationary station, it now makes sense to have stationary defenses, too. I'm thinking of weapon platforms  and especially mine fields. Mines are already a market condition of some stations after all, it would only make sense to see them in battle.
Title: Re: Orbital Stations in Combat
Post by: WastedAlmond on September 24, 2016, 02:32:08 AM
I'm super excited for the new stuff, enough so to pull me out from lurking! :P

What do you think of player commissioned orbital stations protecting a player outpost? It would have to be a massive investment, and it wouldn't be in the player's direct control but it could stand guard if you had a super valuable outpost you'd like to protect. Could these be a possibility or are player outposts generally so small they don't warrant such investments?

One last thing that comes to mind, is that with all this new stuff coming it could take a while to  polish it up for public consumption. Now I know dates and times can be iffy with games and it's not my place to demand them, but do you feel you could share something in general about what you plan on doing before you even consider releasing the next public build? Are there still some secret features you are experimenting on, or are you going to focus mainly on polish for a while? No time frames, just something in general. (Feel free to skip this bit if I'm too prying :-X)
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on September 24, 2016, 02:40:35 AM
Okay, I can see you had a though about my mod when implementing this, but unsurprisingly I still have a couple of questions/requests since this is going to replace most if not all of TwigLib.

The big one is: Can modules be moved around? I know you loved Scy's Nemean Lion opening armor, so will it be possible to do that with the API? I see modules are spawned on top of "module" mounts, but those aren't movable (yet?). So if I manually move them via everyframe scripting will the game force-replace them on top of their mount?

How are collision handled with the modules? Are they on an intermediary layer between ships and fighters or do they need bounds that do not touch their core? Do ships and asteroids collide directly with the modules or only with the core? If they do, are collision forces and weapon impacts automatically transmitted to the core? Can weapons on the core fire through a module? (that was one of the biggest issues with twigLib, most of the issues it currently has stems from this)

I suppose the module's AI is a fair bit simpler than a ship AI, but can they still use ship systems?

You said the modules take time to repair, that is nice but will the refit UI indicate that? With Debido we had a nice system in place (it is not working in 0.72 because I'm nowhere near his coding skills and messed up his stuff but it was a thing previously)
Spoiler
(https://imgur.com/rq1oQcG.jpg)
[close]
And how does the game handle repair cost? Are destroyed modules visible in campaign view?

How are modules stats handled in the ship codex info card? Are they added to the core stats? Or not displayed at all?

I'm not sure this one has been asked, but do emp weapons hitting a module arc only withing said module of do they hit the core too? Do they also hit other modules?

That should do it for now ><.
And in case anyone forgot, the hype train has no brakes
Spoiler
(http://imgur.com/hzq0ipt.gif)
[close]
Title: Re: Orbital Stations in Combat
Post by: Kanil on September 24, 2016, 03:18:02 AM
This probably falls under the category of "a lot of work for virtually no reward", but what do you think of tugs moving these things around in battle?

It might be a little silly for the huge stations, but somewhat reasonable for the smaller ones.
Title: Re: Orbital Stations in Combat
Post by: Cyan Leader on September 24, 2016, 03:34:46 AM
Very exciting blog post, thanks for sharing Alex.

Now while I'm aware that you have perfectly good reasons not to be specific about the potential size of stations, would you be willing to comment on how much the engine can actually handle?
I mean if we are fighting a station that can dock the largest capital ships then they would have to be at least 10x the size of anything in the game at the moment. It could potentially cover 25-35% of an entire big combat map. Are units that large even possible?

As for suggesting/hyping things, it'd be amazing if these stations could launch from time to time ships that are actually larger than fighters. Frigate bays and such or hell, even Destroyer or Cruisers for the high-end ones.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 24, 2016, 04:11:18 AM
Potential: Spaceborn creatures with detachable limbs. Release the Void-Kraken!


I'm not sure this one has been asked, but do emp weapons hitting a module arc only withing said module of do they hit the core too? Do they also hit other modules?

It was asked, EMP arcs do not spread between modules.
Title: Re: Orbital Stations in Combat
Post by: Cycerin on September 24, 2016, 07:17:36 AM
On top of all this, there is finally a definite, excellent reason to invest in capital ships: if you need to pound the *** out of some heavily fortified space stronghold.

Potential: Spaceborn creatures with detachable limbs. Release the Void-Kraken!

This does align slightly with some ideas I've had...
Title: Re: Orbital Stations in Combat
Post by: Asauski on September 24, 2016, 07:49:41 AM
Really... I love the direction that this game is taking :D

HYPE TRAIN !!
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on September 24, 2016, 08:04:29 AM
Potential: Spaceborn creatures with detachable limbs. Release the Void-Kraken!
Can't wait to get back working on Seeker  ;)
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 24, 2016, 09:08:13 AM
Potential: Spaceborn creatures with detachable limbs. Release the Void-Kraken!

This does align slightly with some ideas I've had...

Can't wait to get back working on Seeker  ;)

Sure guys, just keep shoveling coals into the hype train's fire ;D

Title: Re: Orbital Stations in Combat
Post by: borgrel on September 24, 2016, 10:11:47 AM
Awesome!



a small comment, which is in no way criticism:

getting sniped from 3 screen lengths away by the citadel ship is already a little annoying.....
please allow more zoom since things are getting bigger
(even if it is only situational - when ur in range of a station - or conditional - cruisers and capital ships can zoom out farther than frigates and destroyers)
Title: Re: Orbital Stations in Combat
Post by: Thaago on September 24, 2016, 11:32:22 AM
Very exciting! Interesting to hear that officers can be on stations - raises a whole host of hype questions from which I will refrain...
Title: Re: Orbital Stations in Combat
Post by: FooF on September 24, 2016, 12:29:59 PM
Welp. This was already the best (ahem...potential) update already, but now...?

I can't imagine the strength of the stations guarding core worlds, though, I must speculate: if you do take out the station(s) guarding major hubs, do those markets/planets become "vulnerable" in some way?



Title: Re: Orbital Stations in Combat
Post by: Gothars on September 24, 2016, 12:52:29 PM
Yeah, I wonder about the whole dynamic of orbital stations. Are they active in any battle close to the planet, or just if you engage them directly? Will they be the first level of protection when attacking a planet, or are they all the defense there is? What happens to the market of a station when it is defeated? Can you blockade a station and lower its CR before battle? Is the faction controlling a planet always the faction controlling its orbital station?

I'm not sure if I even want answers to all these question at this point, or just find out for myself :)
Title: Re: Orbital Stations in Combat
Post by: Sproginator on September 24, 2016, 12:54:06 PM
Much excite
Title: Re: Orbital Stations in Combat
Post by: Alex on September 24, 2016, 01:19:45 PM
"Now, witness the firepower of this halfway decent but not entirely operational battlestation..? Hell, I don't know, just roll with it, okay?"

Precisely :)


What about a mechanic where troop transport ships carrying marines could dock with and board a disabled station?

Just in general, I'm not a fan of in-combat boarding. If it's already disabled, I think any such things should be handled in the campaign.


All that's needed to accompany the ISS Placeholder is the ISS Slightly Lopsided Isosceles Triangle and we'll have a complete defensive line!

;)

Let's not forget the ISS Unlikely to Survive.



and especially mine fields.

I can neither confirm nor deny that these were or were not a topic of discussion internally.

(There's a todo item somewhere, but it's such a gratuitous and potentially not workable feature that I'm not sure its priority is ever going to be high enough to do.)


I'm super excited for the new stuff, enough so to pull me out from lurking! :P

Mission accomplished :) Welcome to the forum!

What do you think of player commissioned orbital stations protecting a player outpost? It would have to be a massive investment, and it wouldn't be in the player's direct control but it could stand guard if you had a super valuable outpost you'd like to protect. Could these be a possibility or are player outposts generally so small they don't warrant such investments?

Well... this is another one of those "natural implications of the mechanics" that I don't really want to delve into because you never know just how things will turn out once you try them. Certainly something I'm thinking about, though.

One last thing that comes to mind, is that with all this new stuff coming it could take a while to  polish it up for public consumption. Now I know dates and times can be iffy with games and it's not my place to demand them, but do you feel you could share something in general about what you plan on doing before you even consider releasing the next public build? Are there still some secret features you are experimenting on, or are you going to focus mainly on polish for a while? No time frames, just something in general. (Feel free to skip this bit if I'm too prying :-X)

With the caveat that I'm allowed to change my mind: the way I'm thinking about it right now, there's one big feature to get in (plus lots of procgen and exploration stuff to wrap up). And, of course, lots of polish.

That feature is not outposts, btw - as much as I'd like to get them into this next release, and as much as it makes sense given the rest of the feature set, it would just end up taking too long with everything else. But, going to take stock along the way.



The big one is: Can modules be moved around? I know you loved Scy's Nemean Lion opening armor, so will it be possible to do that with the API? I see modules are spawned on top of "module" mounts, but those aren't movable (yet?). So if I manually move them via everyframe scripting will the game force-replace them on top of their mount?

Hadn't considered that, but easy enough to put in. Added ShipAPI.getModuleOffset(), which you can .set() to move it around relative to the slot. Aside from that, yes, the position is force-set every frame.

How are collision handled with the modules? Are they on an intermediary layer between ships and fighters or do they need bounds that do not touch their core? Do ships and asteroids collide directly with the modules or only with the core? If they do, are collision forces and weapon impacts automatically transmitted to the core? Can weapons on the core fire through a module? (that was one of the biggest issues with twigLib, most of the issues it currently has stems from this)

Modules can't collide with the body or with each other while they're attached to the body. Other stuff collides with both the body and the modules normally.

When a module detaches, it's able to collide with both the body and other modules, which generally causes it to fly off.

Weapons on both the body and the modules can not hit either the body or the modules.


Regarding collision forces, that's a great point - kind of forgot about that, truth be told. Changed it so that collision forces act on the body, as acting on the modules makes no sense since both their velocity and location get reset every frame anyway.


I suppose the module's AI is a fair bit simpler than a ship AI, but can they still use ship systems?

Yeah. They can also vent. It's actually just the ship AI, including collision avoidance checks etc, since those are needed to figure out shield use.

For something like a pure armor module, it'd probably make sense to provide a custom "do absolutely nothing" AI so that it doesn't use up CPU unnecessarily.


You said the modules take time to repair, that is nice but will the refit UI indicate that? With Debido we had a nice system in place (it is not working in 0.72 because I'm nowhere near his coding skills and messed up his stuff but it was a thing previously)
Spoiler
(https://imgur.com/rq1oQcG.jpg)
[close]
And how does the game handle repair cost? Are destroyed modules visible in campaign view?

Not really, beyond how the armor looks. IIRC it'd show up in the simulation, though.

Repair cost: I believe as long as any modules are repairing, it counts as if the ship was repairing.

Re: campaign view, destroyed modules will not show up.

How are modules stats handled in the ship codex info card? Are they added to the core stats? Or not displayed at all?

The stats aren't displayed at all, but the modules themselves are shown in the "Weapons" list, which is renamed to "Ordnance". So, a station will show its modules as its weapons, basically.

You can see the detailed stats if you go to refit the station/ship-with-modules and switch to that module by clicking on it.


I'm not sure this one has been asked, but do emp weapons hitting a module arc only withing said module of do they hit the core too? Do they also hit other modules?

They only arc within the same module.


This probably falls under the category of "a lot of work for virtually no reward", but what do you think of tugs moving these things around in battle?

Well, pretty much what you said :)



Now while I'm aware that you have perfectly good reasons not to be specific about the potential size of stations, would you be willing to comment on how much the engine can actually handle?
I mean if we are fighting a station that can dock the largest capital ships then they would have to be at least 10x the size of anything in the game at the moment. It could potentially cover 25-35% of an entire big combat map. Are units that large even possible?

One thing to keep in mind is that the combat scale isn't *really* to scale in terms of the campaign. For example, fighters are bigger than they would be, battleships are relatively smaller. So, say, a station that's 3-4x the size of a battleship would be appropriate representing a "station battleships can dock with in the campaign" in combat. Stuff in combat has to be scaled so that gameplay works, basically.

Regarding what the engine could handle, that's such a tricky question. In theory, you could probably make a station that's half the size of the map, provided you built it mostly out of modules, with the "body" sprite being something sane. Would this be fun to play against? Would the AI be able to handle fighting it reasonably well? I really can't say without trying it.

HYPE TRAIN !!

Nice :) Would've gotten bonus points for some ascii art in there, but I'll take it.


getting sniped from 3 screen lengths away by the citadel ship is already a little annoying.....
please allow more zoom since things are getting bigger
(even if it is only situational - when ur in range of a station - or conditional - cruisers and capital ships can zoom out farther than frigates and destroyers)

I actually ended up adding 1 more level of combat zoom a while back, so, yeah.

That said, stations are a bit of an exception since you always know where they're going to be, they don't move, and so it ought to be less "annoying" and more "devastating" and "part of the difficulty of fighting them". I do get what you're saying, though.


Very exciting! Interesting to hear that officers can be on stations - raises a whole host of hype questions from which I will refrain...

An uncommon degree of restraint :)



I can't imagine the strength of the stations guarding core worlds, though, I must speculate: if you do take out the station(s) guarding major hubs, do those markets/planets become "vulnerable" in some way?
Yeah, I wonder about the whole dynamic of orbital stations. Are they active in any battle close to the planet, or just if you engage them directly? Will they be the first level of protection when attacking a planet, or are they all the defense there is? What happens to the market of a station when it is defeated? Can you blockade a station and lower its CR before battle? Is the faction controlling a planet always the faction controlling its orbital station?

I'm not sure if I even want answers to all these question at this point, or just find out for myself :)

Yeah, this is all stuff that's purely speculation at this point. I mean, the mechanics point towards these types of things, right? But they're currently not in the game, and I wouldn't be surprised if these specific kinds of things were not in the next release. All important design questions to be answered in due time.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 24, 2016, 01:44:02 PM
and especially mine fields.

I can neither confirm nor deny that these were or were not a topic of discussion internally.

(There's a todo item somewhere, but it's such a gratuitous and potentially not workable feature that I'm not sure its priority is ever going to be high enough to do.)

Maybe the simplest way to implement them would be station-exclusive one-shot minelayer weapons which just float out Piranha style bombs with infinite flight duration.





BTW, for everyone who, like me, has a sudden desire to pilot a small ship in combat against screen-filling, overwhelmingly powerful stations which have armed modules that you can shoot off, let me present you with "Warning Forever (http://www.theisozone.com/downloads/pc/windows-games/warning-forever-final-version-107/)" :)


Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on September 24, 2016, 02:02:31 PM
BTW, for everyone who, like me, has a sudden desire to pilot a small ship in combat against screen-filling, overwhelmingly powerful stations which have armed modules that you can shoot off, let me present you with "Warning Forever (http://www.theisozone.com/downloads/pc/windows-games/warning-forever-final-version-107/)" :)
Ahhhh yes, Warning Forever! IIRC that was the basis for Battleships Forever
Title: Re: Orbital Stations in Combat
Post by: Dri on September 24, 2016, 03:45:06 PM
Will modules more towards the center be able to fire over the ones in front of them? I'd imagine larger stations would have several "layers" of modules so the inner modules not being able to fire due to the outer ones being in the way could really hurt a battlestation damage output.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 24, 2016, 03:53:24 PM
Ahhhh yes, Warning Forever! IIRC that was the basis for Battleships Forever

You do remember correctly :) It's freeware and quite fun.


Will modules more towards the center be able to fire over the ones in front of them?

Yes, they will:

Quote from: Alex
Weapons on both the body and the modules can not hit either the body or the modules.
Title: Re: Orbital Stations in Combat
Post by: Dri on September 24, 2016, 08:58:16 PM
It stands to reason that stations would be able to to store and load a great deal more missiles and such. Will there be a special hullmod for stations that boosts missile weapon ammo?
Title: Re: Orbital Stations in Combat
Post by: Sy on September 24, 2016, 09:56:26 PM
That feature is not outposts, btw - as much as I'd like to get them into this next release, and as much as it makes sense given the rest of the feature set, it would just end up taking too long with everything else. But, going to take stock along the way.
interesting... so i'm guessing the skill revamp will also (probably) not make it into the coming update? since you mentioned a while back you'd like to wait until it becomes clearer what the industry part of a new skill system would need to include.

either way, i'm glad to hear you plan on releasing the update before doing outposts. there's already so much cool stuff coming that i'm really looking forward to!
Title: Re: Orbital Stations in Combat
Post by: Cyan Leader on September 24, 2016, 10:22:31 PM

That feature is not outposts, btw - as much as I'd like to get them into this next release, and as much as it makes sense given the rest of the feature set, it would just end up taking too long with everything else. But, going to take stock along the way.

I can't imagine the strength of the stations guarding core worlds, though, I must speculate: if you do take out the station(s) guarding major hubs, do those markets/planets become "vulnerable" in some way?
Yeah, I wonder about the whole dynamic of orbital stations. Are they active in any battle close to the planet, or just if you engage them directly? Will they be the first level of protection when attacking a planet, or are they all the defense there is? What happens to the market of a station when it is defeated? Can you blockade a station and lower its CR before battle? Is the faction controlling a planet always the faction controlling its orbital station?

I'm not sure if I even want answers to all these question at this point, or just find out for myself :)

Yeah, this is all stuff that's purely speculation at this point. I mean, the mechanics point towards these types of things, right? But they're currently not in the game, and I wouldn't be surprised if these specific kinds of things were not in the next release. All important design questions to be answered in due time.

Humm, seems like that the main campaign functions of stations won't be in the game until 0.9 if it needs that much refinement, but I suppose it makes sense to include them now because exploration or some other feature requires them, right?

If that's the case then I suggest implementing only basic campaign functions for fighting stations so we can test their combat. Something like simply reducing a market stability if you win. I can be wrong here but it seems to be a bit of a waste to try to implement a system that will have to be replaced once outposts are in and require severe campaign adjustments.
Title: Re: Orbital Stations in Combat
Post by: Clockwork Owl on September 24, 2016, 11:14:49 PM
Hmm, how about a 'modility' module(for modded in capitals)? I can see a workaround with speed/maneuverability boosting hullmod built into a module, but can you place engine flame on a module and will it work correctly?
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on September 25, 2016, 02:35:36 AM
Thanks for all those answers, that took care to all of my concerns. I suppose Twiglib will retire entirely with the next update and I'll just have to make a few tweaks with hullmods scripts. (and the other modders will finally stop to hate me for all the extra work induced by making their scripts TwigLib compatible, which is nice)

[edit] By the way, there are a few hooks in Twiglib that proved really super useful for a lot scripts, so in case you didn't already thought about them: getCore(), getModules() in combat are the big ones. If they are accessible from the campaign layer too that is a nice bonus. I could see some use to the ability to detach the modules while alive (for those carrier ships suggested before) but that might be a little too much to ask.
Title: Re: Orbital Stations in Combat
Post by: Schwartz on September 25, 2016, 04:34:15 AM
How cool would it be if all hullmods were to become ship modules in the future? Distinct looks for all the different variants and no more need for paintjobs. Take out a ship's sensor array, range bonuses, armour plating, shield generator. Degraded variants could have fused module slots that need to be repaired to remove negative stats and make the slot usable again. And of course you'd get combat damage that actually penalizes you for the remainder of a battle. I know it's likely not going to happen because it comes with a hefty workload, but a captain can dream..
Title: Re: Orbital Stations in Combat
Post by: Megas on September 25, 2016, 06:34:58 AM
I really would like Targeting Supercomputer on some (special) ships, so I can snipe at things like Tachyon Lance used to do.  Long range tachyon lance made Paragon (and Sunder) fun to use, and fearful when fighting against it.  No need for Burn Drive when it can zap things from across the map.  Now, without that long range firepower, Onslaught seems more effective than Paragon.  Also, enemy Paragon is not that threatening anymore, since ships can outrange it (with hard flux ballistic weapons).
Title: Re: Orbital Stations in Combat
Post by: Schwartz on September 25, 2016, 07:20:00 AM
It was kind of a mess though, trying to aim a weapon beyond 1500ish with the camera sticking to your ship. And the Tach Lance is still (or again) really good.

The only thing that can threaten a station beyond its own range would be missiles. I could see a cheese tactic in bringing a ton of missile ships and just carpet-bombing that thing until it buckles. Maybe instead of having to push PD ranges, you could give stations a 'damper field' that slows larger incoming projectiles like fighters and missiles? I know, Blackrock already did it. ;)

Besides my tendency to go off on tangents with ideas and stuff.. I'm still looking forward to seeing this implemented very much. Modules in particular. You go dude.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 25, 2016, 07:41:42 AM
New tachyon Lance is okay, but it is not the same weapon it used to be.  (I miss classic Tachyon Lance.)  While effective, Tachyon Lance does not feel special anymore.  It is an Ion Beam and Phase Lance combo, not purple death that can fry you before the attacker can be seen.  Enemy Paragon with old Tachyon Lance was scary - I lost ships before I could see it.  Today, Paragon is just a big blimp my ballistic bruiser can outrange (Tachyon Lance does soft flux only, 900+ range ballistics does hard flux and wins the flux war).  Onslaught is scarier than Paragon these days.

Aiming long-range weapons yourself can be tricky unless you have a big monitor.  Even then, they can be put on auto-fire, and it is fun watching long-range weapons on your ship fry enemies.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 25, 2016, 07:51:49 AM
Okay, maybe not Targeting Supercomputer on ships, since that would make most ballistics even better that they currently are.  Maybe Supreme Optics instead for the beam-only version of Targeting Supercomputer, since shields usually hard-counter beams.
Title: Re: Orbital Stations in Combat
Post by: Sy on September 25, 2016, 09:04:17 AM
Okay, maybe not Targeting Supercomputer on ships, since that would make most ballistics even better that they currently are.  Maybe Supreme Optics instead for the beam-only version of Targeting Supercomputer, since shields usually hard-counter beams.
would that really get rid of the problem, though? it'd certainly be useful for a Paragon to have, but it wouldn't change the fact that it'd lose the flux war against large ships that can use ~1k range hard-flux weapons.

i think a hullmod that increases range of all ballistic and energy weapons (possibly with the exception of PD) would work better, just not by something as ridiculous as +200%.
Title: Re: Orbital Stations in Combat
Post by: TaLaR on September 25, 2016, 09:13:02 AM
All beams config is already viable on Paragon though. It has about same range as Onslaught: 1000+200 on beams vs 1250 on TPC, before skills and hullmods that are available to both. Technically you could still try exploit that 50 difference + probably larger gain from weapon placement (TPCs are placed ideally, Paragon's weapons are not)... But I don't think that's reliable tactics.

Sure it's soft flux, but with Paragon's total throughput, this fact doesn't really matter in 1 vs 1.

Assuming Stations are going to have even more impressive flux stats, emphasizing beams on them might actually be more overpowered. At least projectiles you can dodge (and at 3x range, even skilled Capital can probably do it to some extent...).
Title: Re: Orbital Stations in Combat
Post by: Megas on September 25, 2016, 09:38:04 AM
The point of 3000+ range beams is not to blast bigger ships with shields up head-on with beams.  It is to fry weaker ships (like fighters, frigates, civilians/support) and/or blast things in a crossfire... or to surprise an unwary player while shields are down.  Before, Paragon had enough firepower with eight heavy blasters in all of the medium mounts (including universals), then could use four long-range Tachyon Lances to destroy chaff from afar and/or paralyze things with EMP while shields are down.

Ship may not necessarily need mobility if it has enough long-range firepower to kill things.

With current beams, an attacker needs a ton of beams to beat the enemy's flux dissipation.  Eagle can do it against frigates and little else (and use ballistics for the rest); Paragon can do it against every ship except maybe another Paragon.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 25, 2016, 10:02:53 AM
It stands to reason that stations would be able to to store and load a great deal more missiles and such. Will there be a special hullmod for stations that boosts missile weapon ammo?

Probably? I'd imagine a station module armed with missiles having some sort of "missile autoforge" equivalent but with unlimited charges and a cooldown, but we'll see. Wouldn't want "wait out a station's missiles" to be a viable tactic, though.


Humm, seems like that the main campaign functions of stations won't be in the game until 0.9 if it needs that much refinement, but I suppose it makes sense to include them now because exploration or some other feature requires them, right?

REDACTED.

If that's the case then I suggest implementing only basic campaign functions for fighting stations so we can test their combat. Something like simply reducing a market stability if you win. I can be wrong here but it seems to be a bit of a waste to try to implement a system that will have to be replaced once outposts are in and require severe campaign adjustments.

Well, yeah. Right now, stations around planets can't be attacked; they're not tied to a combat version of that station (which don't even exist at this point content-wise), etc. So basically what you're saying, but even more so :)


Hmm, how about a 'modility' module(for modded in capitals)? I can see a workaround with speed/maneuverability boosting hullmod built into a module, but can you place engine flame on a module and will it work correctly?

Engine flames are purely cosmetic and a ship can move fine without any engine flames configured for the hull, so I'm not sure the implementation meshes with how you're thinking about it. Plus, moving stations are basically just ships with modules.


[edit] By the way, there are a few hooks in Twiglib that proved really super useful for a lot scripts, so in case you didn't already thought about them: getCore(), getModules() in combat are the big ones. If they are accessible from the campaign layer too that is a nice bonus. I could see some use to the ability to detach the modules while alive (for those carrier ships suggested before) but that might be a little too much to ask.

Yeah, those are all accessible. You can actually force-detach a module, too, by calling module.setStationSlot(null).

Not from the campaign, though - at least, not on that level, but I forget exactly what is exposed in terms of fleet member status.



How cool would it be if all hullmods were to become ship modules in the future? Distinct looks for all the different variants and no more need for paintjobs. Take out a ship's sensor array, range bonuses, armour plating, shield generator. Degraded variants could have fused module slots that need to be repaired to remove negative stats and make the slot usable again. And of course you'd get combat damage that actually penalizes you for the remainder of a battle. I know it's likely not going to happen because it comes with a hefty workload, but a captain can dream..

Absolutely, positively, definitely, most certainly not :) The last thing I want to do here is start putting modules on everything. IMO, design-wise, modules belong on things for one of three reasons:
1) It's unique
2) It's huge
3) It's extremely powerful

And ideally, two out of three. At least, that's the internal metric.

That said, a captain can of course dream :)


Re: targeting supercomputer, TL, Paragon:
I didn't like how the old TL played; the game just doesn't work well with weapons of that range. Fiddly to use, and balance problems due to extreme-range focus fire from multiple ships.

On the other hand, the Paragon could use something to help it out, and range is certainly a good candidate. It'd be an interesting choice, then - Onslaught for raw firepower and bringing the fight to the enemy, the Paragon as sort of a mini-station. I could possibly see giving it a +100% built-in range, since that would still keep things somewhat reasonable. Hmm.
Title: Re: Orbital Stations in Combat
Post by: Sy on September 25, 2016, 10:23:21 AM
Paragon as sort of a mini-station.
yeah, i think it would fit very well thematically. it already looks more like a kinda-somewhat-mobile station than a ship, imo.
Title: Re: Orbital Stations in Combat
Post by: Deshara on September 25, 2016, 12:02:21 PM
Hmm, how about a 'modility' module(for modded in capitals)? I can see a workaround with speed/maneuverability boosting hullmod built into a module, but can you place engine flame on a module and will it work correctly?

Engine flames are purely cosmetic and a ship can move fine without any engine flames configured for the hull, so I'm not sure the implementation meshes with how you're thinking about it. Plus, moving stations are basically just ships with modules.

Stations already have stabilizing brake thrusters, so you could, rather than just make a station controllable, give a couple of the more battle-focused stations a f-system that acts like a burn drive (station-mounted boosters), only being highly costly (ie bad idea to use it if its under fire due to rapid hard flux buildup) and with its max speed tapping out at about the velocity of a mortar round, with the station being allowed to drift in its chosen direction until it chooses to brake. Which would be both easy to use if a player controlled it and easy to order around on the tactical layer (literally just order it to move to a location and it starts its drift)

It'd add a lot of dynamics to the combat, without really making it any more complex. If there's a nav or sensor array inside of a nebula it would make capturing it for the side assaulting the station critical, early on, then mid-battle would be about forming a front against the enemy fleet and taking as much as you could out without getting into range of the station itself (handled easily with an 'avoid' command) then, once the station gets in firing range of the high ground, the station-less side would be forced to replace the 'avoid' order with an 'assault' one and the final fight to keep the enemy from planting a fortress on top of the high ground would begin.

Idk, I think that'd be really cool. As long as it was simple enough, easy enough to read and the speed was gotten right it'd be like a upcoming boss battle, with a timer looming overhead telling you how long you have until the station reaches the capture points and you're out of time to prepare to assault it and have to make the push to stop it from being planted, since one station would have the range to hold at least two sensor bouys.
Plus, it'd give some much needed use for bombs and mines. And, speaking of mines... [starts new thread]

Actually, Alex do you read all out our (my) interesting (stupid) idea threads on the suggestions folder?
Title: Re: Orbital Stations in Combat
Post by: Alex on September 25, 2016, 01:28:12 PM
<bunch of stuff>

Honestly, this sounds overcomplex. The whole idea behind stations is it's a stationary target to attack, nice and straightforward, and substantially different from what's in place already. Making them mobile seems counterproductive, we've already got ships for that.

Actually, Alex do you read all out our (my) interesting (stupid) idea threads on the suggestions folder?

I do indeed!
Title: Re: Orbital Stations in Combat
Post by: Cycerin on September 25, 2016, 02:05:50 PM
Paragon with 2x range would make it so silly in everything that isn't a station siege, though. I'd rather see some sort of energy siege weapon, not useful against ships smaller than cruisers.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 25, 2016, 02:13:32 PM
Paragon with 2x range would make it so silly in everything that isn't a station siege, though.

Getting a bit off-topic, but: it can already get +50% from DTC/ITU, right? Is increasing its range by a third on top of that such a huge difference, given that it can barely move (and will have an even harder time of it after the skill revamp)? I mean, it's certainly substantial, but the feeling I'm getting is that the Onslaught is hands-down better, where ideally there'd be a more equal choice.

Maybe +75% would make more sense. I guess what I'm getting at here is this doesn't feel like a qualitative problem but something where the right numbers would work fine, perhaps with a counter-balancing change in its other stats.
Title: Re: Orbital Stations in Combat
Post by: Cycerin on September 25, 2016, 02:16:43 PM
Yeah, if you adjusted it down otherwise, it would work. I just think the Paragon having even longer range is quite punishing given how strong it already is in fleet combat. Again, this is partially due to player skills in their current form too, though.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 25, 2016, 02:20:37 PM
Hmm, yeah. It's definitely strong; just thinking of it more in terms of being appealing for the player to use. If it gets slower than it is now, the Onslaught could become just more *fun* due to "burn drive in and blast everything"; some extra range could help bridge the gap and add a fun-feeling, powerful thing about the ship that isn't extra mobility.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 25, 2016, 04:05:27 PM
Well, the built-in range hullmod for Paragon could block ITU/DTC such that +100% is effectively only +50% more than ITU.  I do miss being able to snipe at ships across the map with Paragon.  Currently, Onslaught is more fun because it has better mobility (thanks to burn drive), better PD (seven dual flak makes it immune to almost all missiles/fighter, and still has enough firepower to kill everything), and better shot range that hits for hard flux.  Onslaught is tough enough that it can hide in the corner and remove its main weakness (vulnerability to flanking because ships cannot move past a wall) as a last resort (camping and winning with cheese feels dirty, but a win is a win, and winning is better than defeat).  That said, I would be tempted to load up on blasters on the Paragon and hard flux enemies to death like I normally do with non-energy ships.

Maybe the built-in hullmod for Paragon can add a bigger boost to beams than non-beams so that Paragon can be encouraged to use beams like old Tachyon Lance instead of using only blasters for maximum hard-flux damage.  Then again, Paragon is that one ship that can stack enough beams to overcome dissipation of most ships (despite soft flux) and kill them.  Hmmm...

3000+ range beams was fun on Paragon, and made it terrifying to fight against.

P.S.  Could the built-in hullmod be made to give a bigger boost to heavy weapons (beam and/or non-beam) only?  Paragon needs all beams (heavy whatever, Gravitons, and Tacticals) to overcome dissipation of bigger ships.  If only some beams could be given much more range, then overloading ships with long-range beams may not always be possible.
Title: Re: Orbital Stations in Combat
Post by: Talkie Toaster on September 25, 2016, 05:06:39 PM
Hmm, yeah. It's definitely strong; just thinking of it more in terms of being appealing for the player to use. If it gets slower than it is now, the Onslaught could become just more *fun* due to "burn drive in and blast everything"; some extra range could help bridge the gap and add a fun-feeling, powerful thing about the ship that isn't extra mobility.
It seems like a slow ship with huge range is probably just going to be put into AI hands though. The Tachyon Lance, whilst not a great weapon, encouraged you to fly it manually due to the long cooldown- you wanted to fire it yourself to avoid wasting a shot and you got a solid feedback for landing one. You're probably not going to put an Autopulse on a Paragon because it can't back off to recharge, which basically leaves you with Plasma Cannon or HILs. Maybe the Plasma Cannon will be enough to carry it? But they're so flux-hungry if you go fire -> fortress to dissipate -> fire they leave large gaps for enemies to close, and the +range stops mattering. I think I'd probably just slot beams everywhere.
Title: Re: Orbital Stations in Combat
Post by: Sy on September 25, 2016, 05:14:35 PM
i think +100% would be fine, if it prevents stacking ITU on top of that. even its large (non-beam) weapons would reach 1.5k range at max with that, which is roughly what Onslaught and Conquest already get with large and even some medium ballistic weapons and ITU (and more than that with Gauss Cannon and TPC). since Paragon is unable to use hit-and-run tactics, it seems reasonable to me that it shouldn't suffer (fully) from the inherent range disadvantage all non-beam energy weapons have.

i wouldn't make it increase beam range beyond that. 2k beam range (even without Advanced Optics or current skill bonus) seems like a good number to me. not over-the-top crazy, but certainly dangerous. plus, it would feel like i'm wasting potential whenever i'd use a non-beam loadout. :/
Title: Re: Orbital Stations in Combat
Post by: Dri on September 25, 2016, 05:22:34 PM
While this is indeed getting off-topic, I really hope that we'll see the return of some unique built-in weapons. Onslaughts TPC are awesome and hull-defining so I hope we can get some more of that in the future.

I always thought that big empty space in the middle of the Paragon was just begging for a unique built-in energy weapon—some massive AoE Wave Cannon or something!
Title: Re: Orbital Stations in Combat
Post by: Sy on September 25, 2016, 05:27:34 PM
While this is indeed getting off-topic, I really hope that we'll see the return of some unique built-in weapons. Onslaughts TPC are awesome and hull-defining so I hope we can get some more of that in the future.
i'd say Paragon's already hull-defining feature is its Fortress Shield, which is (almost) unique and has a bigger impact on gameplay and balance than most other ship systems.

Quote
I always thought that big empty space in the middle of the Paragon was just begging for a unique built-in energy weapon—some massive AoE Wave Cannon or something!
...that still sounds kinda awesome, though. >.>
Title: Re: Orbital Stations in Combat
Post by: Cycerin on September 25, 2016, 05:36:49 PM
While this is indeed getting off-topic, I really hope that we'll see the return of some unique built-in weapons. Onslaughts TPC are awesome and hull-defining so I hope we can get some more of that in the future.

I always thought that big empty space in the middle of the Paragon was just begging for a unique built-in energy weapon—some massive AoE Wave Cannon or something!

Totally agree. Built-in weapons are cool.
Title: Re: Orbital Stations in Combat
Post by: FooF on September 25, 2016, 05:43:30 PM
It seems like a slow ship with huge range is probably just going to be put into AI hands though.... I think I'd probably just slot beams everywhere.

That was my first thought, too. Beam boats just aren't that fun to pilot yourself but that's where you'd get the most effectiveness out of the extra range. The Fortress Shield also seems to run counter to this kind of play style. If the hallmark of a ship is range, it would stand to reason that if you can get in close, it is vulnerable. Instead, the Paragon has the most effective defense in the game. The Fortress Shield seems most effective when it is surrounded and drawing the brunt of entire fleets but if you're always sniping at range, what's the point?

I'd go the opposite of what Megas is suggesting and say that beams *don't* get the extra range enhancement but everything else does. Encourage active engagements and flux management rather than the slow but inevitable death by beams.

Title: Re: Orbital Stations in Combat
Post by: Deshara on September 25, 2016, 05:48:37 PM
<bunch of stuff>

Honestly, this sounds overcomplex. The whole idea behind stations is it's a stationary target to attack, nice and straightforward, and substantially different from what's in place already. Making them mobile seems counterproductive, we've already got ships for that.

I think an object that moves in one fixed direction at a fixed speed one fortieth the max speed of most ships around whose only available maneuver is to stop is basically stationary, in every way that matters, except that it isn't completely fixed to where it spawned. Idk, I just think back to SPAZ and remember stations as being the least interesting part if the game, because they were a fixed point in space. They would either affect objectives or they wouldnt, and that wouldn't change at any point
Title: Re: Orbital Stations in Combat
Post by: Sy on September 25, 2016, 06:01:46 PM
but if you're always sniping at range, what's the point?
the point, as i see it, is that currently Paragon -- with its combination of probably the best defense in the game but short range with anything other than beams -- is best simply ignored until all its allies are dealt with. it is 'powerful' in the sense that it can take a lot of punishment and has respectable firepower, but neither of these really matter all that much in large battles if it has no way of forcing engagements in the first place.
and when it finally does get surrounded, with no allies remaining that could distract any of its enemies, its powerful defense doesn't actually matter much anymore, because using it simultanenously also prevents it from doing any damage itself. so it's just sloooowly getting whittled down, only prolonging the inevitable.

a range increase wouldn't magically solve that entirely (nor should it, there needs to be some way of beating it, after all), but it would allow a Paragon to take a more active role in fleet actions, despite its lack of mobility and focus on energy weapons, and make it more difficult to just ignore a Paragon until the battle is already decided.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 25, 2016, 06:24:53 PM
I'd go the opposite of what Megas is suggesting and say that beams *don't* get the extra range enhancement but everything else does. Encourage active engagements and flux management rather than the slow but inevitable death by beams.
Paragon does not need much help with that.  It slaughters things with ease with multiple blasters and autopulse lasers.  AI will swarm your Paragon, and Paragon will eat them like popcorn.  My current simulator Paragon build uses mostly autopulse lasers (because I cannot find enough plasma cannons to use), heavy blasters, and salamanders for offense, and dual flak and burst PD for defense.  Strategy is straightforward.  Alpha strike as much as it can, turtle up with fortress shield, vent when safe, repeat.  Paragon makes ships die quickly, but not as quickly as Onslaught can.

Part of the fun of extra long beams is to recreate the sniping Tachyon Lance used to do.  That was fun on an otherwise slow ship, even if it was not terribly effective against everything like simply focus-firing four plasma cannons or autopulse and watch things die almost instantly.  Even focus-firing eight heavy blasters on ships kills them quickly.

...and when it finally does get surrounded, with no allies remaining that could distract any of its enemies, its powerful defense doesn't actually matter much anymore, because using it simultanenously also prevents it from doing any damage itself. so it's just sloooowly getting whittled down, only prolonging the inevitable.
I have been on the receiving end of this, and Paragon has more trouble escaping than Onslaught.  Twelve frigates with constant reinforcements can and will win the flux war, and Paragon can take a bunch of damage once hard flux is high and it must vent.  It is not unbeatable, but it is a significant danger.

One-on-one, AI Paragon is no match for a player controlled Dominator or Eagle, let alone Onslaught or even Conquest, with 900+ range ballistics.  Only tachyon lance has the range, but it only hits for soft flux.  With nothing else dealing hard flux, tachyon lance can be totally shrugged off, while Mjolnir, HVD, and/or Mauler slowly chip at shields until Paragon is forced to drop shields, then it is over.  If time is not a factor, then Gauss Cannons can be equipped and Paragon cannot even shoot back.


P.S.  Paragon with a built-in weapon that is effectively classic Tachyon Lance (or something outrageous like Templars' Joyese Fractal Cannon or Neutrino's Phased Array Cannon) instead of two large energy weapons on the hardpoints may be fun too.  Admittedly, the long range beams would probably be more useful on the large turrets instead of hardpoints.
Title: Re: Orbital Stations in Combat
Post by: FooF on September 25, 2016, 06:52:45 PM
but if you're always sniping at range, what's the point?
the point, as i see it, is that currently Paragon -- with its combination of probably the best defense in the game but short range with anything other than beams -- is best simply ignored until all its allies are dealt with. it is 'powerful' in the sense that it can take a lot of punishment and has respectable firepower, but neither of these really matter all that much in large battles if it has no way of forcing engagements in the first place.
and when it finally does get surrounded, with no allies remaining that could distract any of its enemies, its powerful defense doesn't actually matter much anymore, because using it simultanenously also prevents it from doing any damage itself. so it's just sloooowly getting whittled down, only prolonging the inevitable.

a range increase wouldn't magically solve that entirely (nor should it, there needs to be some way of beating it, after all), but it would allow a Paragon to take a more active role in fleet actions, despite its lack of mobility and focus on energy weapons, and make it more difficult to just ignore a Paragon until the battle is already decided.

Are we talking fighting against a Paragon or fighting as one? I totally agree with you but I've not experienced the AI ignoring the Paragon as much as you suggest. As a player, of course it makes sense to take everything else out first, assuming the Paragon's fleet gets pulled away from it. With officers and ITU, I would hardly call its range "short," though it is less than other ballistic capitals. If anything, its the heavy weapons, not the beams, that need a bump in range to keep other capitals from endlessly kiting it.

As has been said, what makes the Paragon "un-fun" is its slow/plodding nature and yes, forcing engagements is an issue. More range is a step in the right direction but I think what gets the range is just as important.

Re: Megas. Sniping just isn't that "fun" for me. Killing things without recourse has its merits and I know why people that like that play style but I just don't prefer it. It's more annoying to fight against than difficult and playing as a beam boat just doesn't have much excitement for me. Different strokes for different folks, I guess. :)
Title: Re: Orbital Stations in Combat
Post by: Megas on September 25, 2016, 07:00:40 PM
The reason effective long-range sniping is fun in Starsector is because it is rare.  Nearly all combat is short or maybe medium range.  Being able to zap and kill ships across the map is fun.  Back when Tachyon Lance was fairly weak but had long range, it was fun zapping small stuff and fleeing ships with an otherwise slow ship.  Paragon can focus-fire about six heavy blasters to take care of things that get close, and zap weak stuff all the way across the map with lances (or use same lances to chain-EMP an unprotected target).  Likewise, enemy Paragon with old Tachyon Lance made me paranoid, and I got blasted before and lost my ships when I thought it was safe to vent, then BAM - I got sniped by unseen Paragon.
Title: Re: Orbital Stations in Combat
Post by: Deshara on September 25, 2016, 07:52:39 PM
The reason effective long-range sniping is fun in Starsector is because it is rare.

And boy how. Tagging a fleeing Enforcer with eight hammer torpedoes up the engine from 4,000 au away is super fun. Always makes me wish for a mod to make that sort of thing universally doable, but I get why not
Title: Re: Orbital Stations in Combat
Post by: Doom101 on September 25, 2016, 09:23:54 PM
Curses! work stopped me from seeing this blog post in a timely manner!

Considering i'm already 1 or 2 versions behind, and i've been wanting station fights since i started playing this game, well to say i'm excited is putting it lightly.

Now here's a question, will there be a station variant to fight against in the simulator?
Spoiler

                      (+++++++++++)
                  (++++)
               (+++)
             (+++)
            (++)
            [~]
            | | (~)  (~)  (~)    /~~~~~~~~~~~~
         /~~~~~~~~~~~~~~~~  [~_~_] |  * * * /~~~~~~~~~~~|
       [|  %___________________                | |~~~~                      |
         \[___] ___   ___   ___\       IST         | |           HYPE             |
      /// [___ + /-+-\-/-+-\-/-+ \\_________|=|___________________|
    //// @-=-@ \___/ \___/ \___/  @-==-@      @-==-@      @-==-@

* independent space train, obviously.
[close]
Title: Re: Orbital Stations in Combat
Post by: Schwartz on September 25, 2016, 10:58:44 PM
Paragon doesn't need anymore perks over, say, Odyssey or Conquest. Personally, I wouldn't touch it at all.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 26, 2016, 12:07:25 AM
it has no way of forcing engagements in the first place.

Another way to change that would be a reversed mobility feature that forces enemies into the Paragon's range. That could for example be a in-built tractor beam, or a weapon that teleports the enemy towards you when you hit.
Title: Re: Orbital Stations in Combat
Post by: TaLaR on September 26, 2016, 12:28:19 AM
Well, giving Paragon 75-100% range boost instead of standard capital 50% would make it much more attractive. Range boosted Paragon would be nice long range sniper support.

But I agree, that Conquest and Odyssey are in far greater need of help. Onslaught completely dominates battlefield, Paragon is already almost usable (but it's role is essentially passive roadblock, boring and easy to ignore most of the time), Conquest and Odyssey are nowhere near the same level.

P.S.  Paragon with a built-in weapon that is effectively classic Tachyon Lance (or something outrageous like Templars' Joyese Fractal Cannon or Neutrino's Phased Array Cannon) instead of two large energy weapons on the hardpoints may be fun too.  Admittedly, the long range beams would probably be more useful on the large turrets instead of hardpoints.

That may be even better than flat range boost. Hardpoints take long time to turn to target, and it seems we are getting to zoom out further. So sniping will constitute a valid, counter-able tactics, instead of god beams from nowhere that arrive the second you drop shields. Giving these built-in weapons some pre-fire delay + easily identifiable sound would also help.
Title: Re: Orbital Stations in Combat
Post by: Grievous69 on September 26, 2016, 12:40:15 AM
Conquest and Odyssey are nowhere near the same level.

As they shouldn't be since they're battlecruisers not battleships (although they need something to make them worth using over other capitals). And since we mentioned the underpowered Odyssey now:

Also have half a mind to give the Odyssey the new plasma jets system, but not entirely decided on that.
Title: Re: Orbital Stations in Combat
Post by: TaLaR on September 26, 2016, 01:12:39 AM
As they shouldn't be since they're battlecruisers not battleships (although they need something to make them worth using over other capitals).

But they can't stay slow AND weak AND expensive as they are now either...

Also have half a mind to give the Odyssey the new plasma jets system, but not entirely decided on that.

Another problem with Odyssey is that it's extremely awkward. It has a very narrow angle that allows to fire all 3 large guns at same target. Keeping enemy at exactly that angle takes a lot of attention, leaving less for defensive maneuvering. And Plasma jets are not going going to solve that. They might even exacerbate the problem, since they make mobility relatively more important.
Title: Re: Orbital Stations in Combat
Post by: Grievous69 on September 26, 2016, 01:27:17 AM
But they can't stay slow AND weak AND expensive as they are now either...

I know, that's why I said they need something. Maybe increasing their burn level will help a bit but I still don't think that's quite enough.


Another problem with Odyssey is that it's extremely awkward. It has a very narrow angle that allows to fire all 3 large guns at same target. Keeping enemy at exactly that angle takes a lot of attention, leaving less for defensive maneuvering. And Plasma jets are not going going to solve that. They might even exacerbate the problem, since they make mobility relatively more important.

I totally agree on this, it's like piloting a mega-Centurion. Althought Plasma jets won't solve the problem, they will help the ship overall. Since it lasts for just 3 seconds, you're just gonna use it to quickly get in or out of combat. It won't change much regarding the 3 energies sweet spot.
Title: Re: Orbital Stations in Combat
Post by: Schwartz on September 26, 2016, 02:08:16 AM
IMO Odyssey and Conquest should at least hold their own. Battlecruiser - battleship - whatever. Look at the deployment cost. Conquest 40. Odyssey 45. Paragon 50. Onslaught 40. They cost roughly the same and should bring roughly the same 'power' to the table.

I'm not saying they're bad. You can gear them both to be quite effective. But the skill and gear ceiling for these two is different. Conquest could do with a bit more 'beef' in the shield and armour department. Odyssey.. I'm not sure what it could use. The flight deck may make it a slightly better choice for the next version of the game already. Oh.. yep. Make its 3 large mounts overlap more. The sweet spot is too narrow for comfort.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 26, 2016, 02:31:03 AM
Just slowing the recharge of the Onslaughts burndrive would be a big boost for the two battlecruisers (and to a lesser degree for the Paragon). The main reason they are bad is because they are not the fastest big thing on the battlefield anymore.
Title: Re: Orbital Stations in Combat
Post by: SafariJohn on September 26, 2016, 05:20:17 AM
A slower burn drive recharge would help bring the Dominator down a bit, too.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 26, 2016, 05:34:47 AM
I do not disagree that Conquest and Odyssey need help.  At the very least, they can be faster and cheaper to use.

Paragon is very effective and very easy to use... but it is not as fun as Onslaught because Onslaught does things (like killing) faster.  When Paragon had old tachyon lances, it could kill some things across the map, and still had enough firepower to defend itself up close.  Now, it is simply a slow short-ranged chainsaw.  Still deadly, but it fights much like everyone else - bump up against uglies and blast.

Burn drive is fun, and it is not too powerful now that vent canceling has been abolished.  Do not ruin it (more) because other ships are too weak.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 26, 2016, 06:27:29 AM
Quote
So sniping will constitute a valid, counter-able tactics, instead of god beams from nowhere that arrive the second you drop shields.
Tachyon Lance since 0.53 was hardly a god-beam.  It was really bad at 0.53 with no chain EMP, and sometime later after removal of flux supercharge (with no increased damage compensation) and shield-pierce bug (at the time).  It was weak for the player unless he could stack four or more, which Paragon could do.  Enemy AI could get away with only two.

And stations may need "god-beams" to be a threat.  Paragon may get the range boost because it resembles a mobile station.  Paragon is big (maybe a bit bigger than Onslaught), and it is the slowest ship in the game.  (Burn drive lets Onslaught escape from enemies more easily despite slightly lower top speed.)
Title: Re: Orbital Stations in Combat
Post by: TaLaR on September 26, 2016, 07:26:48 AM
Tachyon Lance since 0.53 was hardly a god-beam.  It was really bad at 0.53 with no chain EMP, and sometime later after removal of flux supercharge (with no increased damage compensation) and shield-pierce bug (at the time).  It was weak for the player unless he could stack four or more, which Paragon could do.  Enemy AI could get away with only two.

I was mostly referring to really old 5k range tach lance, not sure which game version it was. I think it was only 0.5 efficiency and not too damaging, but the fact that you were pretty much always threatened without notice made it quite OP.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 26, 2016, 08:52:15 AM
I was mostly referring to really old 5k range tach lance, not sure which game version it was. I think it was only 0.5 efficiency and not too damaging, but the fact that you were pretty much always threatened without notice made it quite OP.
I really wanted to try that out just to see how overpowered it really was.  I read that it had double range and DPS (but no chain EMP) compared to 0.53 version.  Since it is a beam that probably hit for soft flux, I still have doubts that it was overpowered that others claim.  I cannot find any working links here for versions before 0.53.
Title: Re: Orbital Stations in Combat
Post by: Sy on September 26, 2016, 10:41:14 AM
i agree Odyssey and Conquest could use buffs at least as much as Paragon does, although i don't think they should be able to go toe-to-toe with a true battleship. i'd like Odyssey getting Plasma Jets to give it a clear role as the fastest capital ship, and the new flight decks can be added as needed to really make it worth using.
for Conquest, an obvious change would be to give it a decent shield. it currently has one of the worst shields in the entire game, despite supposedly being a midline ship, and without heavy armor or other powerful defensive features that could make up for it.

one simple way to make battlecruisers at least situationally worth using over battleships, without just reducing cost or making them battleships in anything but name, would be an increase in burn speed to cruiser level. so for fleets that value high campaign-layer mobility (like faction patrols that need to be able to both catch and wipe out pirates or hostile-factions raiders), paying the full cost of a capital ship despite not getting battleship-grade combat power could still be a good deal.


Are we talking fighting against a Paragon or fighting as one? I totally agree with you but I've not experienced the AI ignoring the Paragon as much as you suggest. As a player, of course it makes sense to take everything else out first, assuming the Paragon's fleet gets pulled away from it.
yeah, i was mainly talking about fighting against Paragon. it's not as big an issue when using one yourself, but even there Onslaught currently has longer range and is much better at forcing engagements.

Quote
With officers and ITU, I would hardly call its range "short," though it is less than other ballistic capitals. If anything, its the heavy weapons, not the beams, that need a bump in range to keep other capitals from endlessly kiting it.
i think the +25% from officer/player skill will likely be reduced or even entirely removed with the skill revamp. we don't know many details yet (not does Alex, i believe) but it has been said several times in the past that balancing is mostly done without taking current skills into account, due to the inevitable revamp.

having +100% instead of ITU's +50% wouldn't be a huge difference; a third more, to be exact. and i completely agree that it's mainly assault weapons like Heavy Blasters and Autopulse Lasers that need the range buff, to be more in line with ballistic weapons, which is partly why i'm against giving beams a larger bonus.


Paragon doesn't need anymore perks over, say, Odyssey or Conquest. Personally, I wouldn't touch it at all.
Paragon does need more power/utility over Onslaught, though, and arguably even over cruisers like Dominator or Eagle. Odyssey and Conquest having their own balance problems doesn't change that, and i don't think it would be better in to instead nerf most large ships that can use long-range ballistics.


Another way to change that would be a reversed mobility feature that forces enemies into the Paragon's range. That could for example be a in-built tractor beam, or a weapon that teleports the enemy towards you when you hit.
that would be interesting, but i feel a range increase would better fit Paragon's mini-station feel. if there is ever another fancy capital in vanilla, i'm all for a more creative way of forcing engagements.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 26, 2016, 11:03:52 AM
one simple way to make battlecruisers at least situationally worth using over battleships, without just reducing cost or making them battleships in anything but name, would be an increase in burn speed to cruiser level. so for fleets that value high campaign-layer mobility (like faction patrols that need to be able to both catch and wipe out pirates or hostile-factions raiders), paying the full cost of a capital ship despite not getting battleship-grade combat power could still be a good deal.
Cruiser speed would mean fleet does not need a fuel-slurping tug (5 per light-year) to haul a battlecruiser and take a slot out of your fleet limit.  That is good.  I do not use battlecruisers now because they pay full battleship costs but do not give battleship performance.

having +100% instead of ITU's +50% wouldn't be a huge difference; a third more, to be exact. and i completely agree that it's mainly assault weapons like Heavy Blasters and Autopulse Lasers that need the range buff, to be more in line with ballistic weapons, which is partly why i'm against giving beams a larger bonus.
I would like that range boost to be universal to all ships, or at least for all high-tech ships that cannot use ballistics, especially Aurora.  Such short range is why I almost always mount ballistics in hybrids/universals when I need an assault weapon.  Of course, such short range seems intended generally.  As for Paragon, I would love 3000+ range beams because sniping is fun.

+100% of 600 or 700 range is 1200 or 1400, comparable to +50% of 900 (for 1350) or still less than +50% of 1000 (for 1500).  2000 range beams is only 200 more than ITU boosted Gauss cannon.


P.S. If Entoptic Rangefinder perk gets removed, and there are no shot range boosting skills in the revamp, then engagement ranges will be even shorter than it is now (meaning more chainsaw jousting), and the +100% shot range Paragon may get will only be slightly more than what we have now... for one ship only, meaning Starsector will become mostly a melee-fighting game with no long-range sniping allowed.
Title: Re: Orbital Stations in Combat
Post by: Wyvern on September 26, 2016, 11:44:59 AM
I was mostly referring to really old 5k range tach lance, not sure which game version it was. I think it was only 0.5 efficiency and not too damaging, but the fact that you were pretty much always threatened without notice made it quite OP.
I really wanted to try that out just to see how overpowered it really was.  I read that it had double range and DPS (but no chain EMP) compared to 0.53 version.  Since it is a beam that probably hit for soft flux, I still have doubts that it was overpowered that others claim.  I cannot find any working links here for versions before 0.53.
The original Tachyon Lance was an awesome game-changing weapon - but a large part of its (relative) power was due to the different combat environment.

Back then, you had a very small limit on deployment points that increased with nav nodes you controlled - this was the original value of the comm relay nav nodes, and back then they were the priority target, because each one you controlled meant an extra 30 deployment points of ships you could put on the field.  And since there were no CR costs, and thus no reason not to deploy everything you could, gaining control of a comm relay could make or break the battle.

With no ship systems or player skills, the fastest things around were fighters; this lead to a combat paradigm where you typically sent fighters or frigates out in the first wave to capture nav points, then followed up with heavier ships once you could afford to field them.

The original Tachyon Lance, then, meant guaranteed field superiority.  A few wings of fighters backed by even a single Sunder with a TL could completely wipe out the enemy's fighters (thanks in part to another feature of the original TL: its beam wasn't stopped by fighters or missiles, and could damage as many such targets as you could line up).  At which point you could deploy your heavier ships, and the enemy couldn't, and that was pretty much that.

It wouldn't be quite as OP now as it was then, since comm nodes are now worthless, there are frigates and destroyers that can take a TL hit or two and still get around faster than most fighter wings, and - while you would still be able to get crushing focused firepower by deploying a large number of 5k range Tachyon Lances - doing so would now have a rather significant cost in terms of CR and supplies.

* * * * *

That said, I'm personally pretty happy with the current TL; it can't snipe, but it's otherwise a good weapon.
(Current state of plasma cannon, though, needs some help.  Flux cost is too high; might be okay if it wasn't doing that three shot burst thing?  Maybe we can get back the old charge-up plasma cannon; that would be fun...)
Title: Re: Orbital Stations in Combat
Post by: Megas on September 26, 2016, 12:57:45 PM
Yeah, field superiority was a thing back in pre-0.6.  I remember taking two Hyperion, capture all points, then kill the trickle of enemy ships with my fleet.  Then came 0.54, and leveling made auto-resolve the most efficient way to fight (since skills made your fleet stronger even there).

I did not know the original TL had passthrough like current plasma cannon.

Plasma cannon flux cost is too high, worse flux efficiency than heavy blaster (I think).  Plasma cannon is only worth it for the range (if limited to energy only).
Title: Re: Orbital Stations in Combat
Post by: Alex on September 26, 2016, 01:06:18 PM
Now here's a question, will there be a station variant to fight against in the simulator?

Probably not. Some types of content are spoiled by being available like that, and stations (and REDACTED) fall into that category imo.

Spoiler

                      (+++++++++++)
                  (++++)
               (+++)
             (+++)
            (++)
            [~]
            | | (~)  (~)  (~)    /~~~~~~~~~~~~
         /~~~~~~~~~~~~~~~~  [~_~_] |  * * * /~~~~~~~~~~~|
       [|  %___________________                | |~~~~                      |
         \[___] ___   ___   ___\       IST         | |           HYPE             |
      /// [___ + /-+-\-/-+-\-/-+ \\_________|=|___________________|
    //// @-=-@ \___/ \___/ \___/  @-==-@      @-==-@      @-==-@

* independent space train, obviously.
[close]

Excellent! Have some bonus points :)


(Boy, did I ever derail this thread. Uh, sorry?)
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 26, 2016, 01:10:05 PM
(Boy, did I ever derail this thread. Uh, sorry?)

I'd say you railed it. Choo-choo! :-*

Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on September 26, 2016, 01:43:03 PM
(Current state of plasma cannon, though, needs some help.  Flux cost is too high; might be okay if it wasn't doing that three shot burst thing?  Maybe we can get back the old charge-up plasma cannon; that would be fun...)
(Forced) Burst fire never makes sense to me, especially with a high flux using weapon like the Plasma Cannon. Also another thing that doesn't help it: it has no weapon hints, which allows the AI to fire at ANYTHING, meaning wasting (massive) flux firing at fighters, drones and some times frigs...
Title: Re: Orbital Stations in Combat
Post by: Cyan Leader on September 26, 2016, 03:35:07 PM
Now here's a question, will there be a station variant to fight against in the simulator?

Probably not. Some types of content are spoiled by being available like that, and stations (and REDACTED) fall into that category imo.

Oh? We can actually fight whatever this REDACTED thing is?

Thanks for the extra hype, Alex.
Title: Re: Orbital Stations in Combat
Post by: woodsmoke on September 27, 2016, 05:34:06 PM
For Conquest, an obvious change would be to give it a decent shield. it currently has one of the worst shields in the entire game, despite supposedly being a midline ship, and without heavy armor or other powerful defensive features that could make up for it.

I'll freely admit I don't know terribly much about the theorycraft, but I honestly don't understand why everyone thinks the Conquest is so bad. I suppose if the AI is piloting it using one of the crappy assault-to-port-PD-to-starboard (or the other way around, I can never keep straight which is which) loadouts it's probably going to be pretty underwhelming, but as a player ship it's easily my favorite in the game. It's fragile, sure, but it's also fast enough to outflank the other big ships and, when properly equipped, capable of pumping out more than enough firepower to take care of everything else.

I agree it could use a bit more defense, though, preferably in the form of a larger/better shield, just to give it a bit more margin for error when things look to be going south.
Title: Re: Orbital Stations in Combat
Post by: Cik on September 27, 2016, 05:49:30 PM
For Conquest, an obvious change would be to give it a decent shield. it currently has one of the worst shields in the entire game, despite supposedly being a midline ship, and without heavy armor or other powerful defensive features that could make up for it.

I'll freely admit I don't know terribly much about the theorycraft, but I honestly don't understand why everyone thinks the Conquest is so bad. I suppose if the AI is piloting it using one of the crappy assault-to-port-PD-to-starboard (or the other way around, I can never keep straight which is which) loadouts it's probably going to be pretty underwhelming, but as a player ship it's easily my favorite in the game. It's fragile, sure, but it's also fast enough to outflank the other big ships and, when properly equipped, capable of pumping out more than enough firepower to take care of everything else.

I agree it could use a bit more defense, though, preferably in the form of a larger/better shield, just to give it a bit more margin for error when things look to be going south.

it's burn 6, so it's as slow as an onslaught while having nowhere near the staying power, range, or killing power. hell, arguably the onslaught's even faster due to burn drive skewing things.

at burn 7 it would be an excellent ship IMO. II has the dominus battlecruiser at burn 7 and it's a really good ship.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 27, 2016, 05:56:52 PM
Conquest can solo the simulator, but nowhere near as efficiently as Onslaught or Paragon.  The problem with that is Conquest has all the weaknesses of a battleship, but none of its strengths aside from firepower, and that occurs only if the Conquest can get both broadsides firing nearly at all times.

Conquest costs as much to use as a battleship, and it is also as slow as a battleship on the campaign map.  Conquest has terrible shields, and its durability is no better than the toughest cruisers.  While its firepower is good, it cannot mount flak all-around the ship like Onslaught and have perfect PD.  With Maneuverability Jets, Conquest can kite other big ships and snipe them to death, but that does not kill very quickly.  If you resort to an expensive battleship or other capital-sized combat ship, you want to utterly crush everything with ease, which only Onslaught and Paragon can do, the rest (Astral, Conquest, Odyssey) struggle more than necessary.  If you do not want to use Onslaught or Paragon, you are better off with a fleet of smaller ships.
Title: Re: Orbital Stations in Combat
Post by: Sy on September 27, 2016, 06:12:47 PM
I honestly don't understand why everyone thinks the Conquest is so bad.
i don't think it's terrible, but i also don't think it's worth costing as much as an Onslaught.


it's burn 6
(standard military capital burn speed is 7, actually. 6 for civilian capitals like Atlas, 8 for most cruisers.)
Title: Re: Orbital Stations in Combat
Post by: Cik on September 27, 2016, 06:22:17 PM
you're probably right then

anyway, a battlecruiser shouldn't be the same speed as a battleship, strategically. that's kind of the entire point of battlecruisers.
Title: Re: Orbital Stations in Combat
Post by: Talkie Toaster on September 28, 2016, 03:32:36 AM
As a quick further contribution to the derail:
It'd be nice if the Paragon got a unique built-in weapon like the Onslaught, in the 2 front hardpoints. I think that uniqueness is one of the things that makes the Onslaught really appealing. Plus, since the Onslaught's TPC is basically a prototype Autopulse, making it a variant Tachyon Lance with some buffed stats would be neat.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 28, 2016, 06:16:24 AM
Onslaught is appealing because it is the most powerful playership in the game, beating even Paragon (slightly).  It is able to solo everything in the game worth fighting, and do it more efficiently than Paragon, the only other ship with comparable power.

If Paragon replaces hardpoints with builtin lances, they had better be overpowered to make up the loss of stronger heavy weapons.
Title: Re: Orbital Stations in Combat
Post by: Talkie Toaster on September 28, 2016, 08:37:37 AM
Onslaught is appealing because it is the most powerful playership in the game, beating even Paragon (slightly).  It is able to solo everything in the game worth fighting, and do it more efficiently than Paragon, the only other ship with comparable power.

If Paragon replaces hardpoints with builtin lances, they had better be overpowered to make up the loss of stronger heavy weapons.
There are multiple types of appeal a ship can have. Not everyone chooses ships based solely on how optimal they are in combat; as long as their effectiveness is within a reasonable margin, many people will decide based on other factors. The Onslaught feels like a distinct centrepiece that adds something unique, whilst the Paragon doesn't really (it's just very good at doing what a lot of other ships also do). It's why people like the Conquest even though it's mechanically sub-par; it has a distinct, interesting character to it and you fly it in a unique way because of the weapon distribution.

But yeah, ideally they would be unique weapons on a par with the TPC for effectiveness. Given the Paragon's main difficulties are engagement-based, very long-ranged Tachyon Lances with the ability to ion engines reliably would give it a nice flavour as something that shapes the battlefield around it, much like a station does.
Title: Re: Orbital Stations in Combat
Post by: AgroFrizzy on September 28, 2016, 09:48:26 AM
I prefer the paragon over the onslaught. The shielding allows it to, say, take fire from two onslaughts while your support ships deal damage. It's just so tactically viable in any given scenario. The paragon also requires one to unlock a ton of tech stuff and battle stuff to really utilize it properly, while the onslaught is super viable from the getgo. Paragon - this is the type of ship that either goes through a fight completely unscathed, or loses control under heavy fire and takes a lot of damage. The onslaught is more likely to take damage, imo, but less likely to lose control in a huge fight. Being able to boost away quickly and having so much firepower ensures that. I'd rather still use the paragon, however, because pulling off standing your ground in a colossal fight without taking any damage to the capital ship is pretty great. Still lose a bunch of CR though. Kind of want a perfectionist or 'pristine condition' hullmod for tachyon that negates any CR loss for engaging in a fight if it doesn't take any damage in the fight. It'd be a double edged sword. Cost more to maintain, cost more to replace CR for, but it's extremely smooth when everything happens optimally.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 28, 2016, 10:46:36 AM
Both Onslaught and Paragon can solo the simulator without hull damage.  Onslaught does it mainly with a flak screen and outranging nearly anything that threatens it and outgunning those it cannot kite, and the occasional burn drive to escape.  Paragon is easier to use, but Onslaught is the better ship because it kills faster and is more efficient.  Onslaught's primary weakness - getting flanked - is removed by turtling in the corner (and it has the power and defenses to kill anything that tries to attack it), but Onslaught (with max skills) is so powerful it may not need to resort to such cheese.

I am aware of fans for other ships (or fighting game characters or pokemon or other game avatars).  Still does not make sub-par choices any stronger.  Strong characters with character attract fans and munchkins alike, making them very popular.  Weaken the strong character too much, and the munchkins leave, and if it weakened too much, fans will lament, and may play other stronger characters just to not lose too much to competing munchkins or the AI.
Title: Re: Orbital Stations in Combat
Post by: woodsmoke on September 28, 2016, 11:26:28 AM
There are times I honestly wonder if we're even playing the same game.

...which isn't meant as any sort of attack; I'm fairly sure I'll never understand how you think or the appeal of playing the way you do, but that doesn't mean there's anything wrong with it. Just different strokes.

At any rate, I rather like the idea of the Paragon-as-pseudo-station, being as much about battlefield control as direct offense. Though I don't know if that would really fit with the more direct approach Alex seems to favor.
Title: Re: Orbital Stations in Combat
Post by: CrashToDesktop on September 28, 2016, 11:40:32 AM
@woodsmoke
Megas lives in his own little world with Starsector, if that helps you understand him. :P

But yea,. the Paragon as a mini-station would be rather fitting.
Title: Re: Orbital Stations in Combat
Post by: AgroFrizzy on September 28, 2016, 11:59:33 AM
Both Onslaught and Paragon can solo the simulator without hull damage.  Onslaught does it mainly with a flak screen and outranging nearly anything that threatens it and outgunning those it cannot kite, and the occasional burn drive to escape.  Paragon is easier to use, but Onslaught is the better ship because it kills faster and is more efficient.  Onslaught's primary weakness - getting flanked - is removed by turtling in the corner (and it has the power and defenses to kill anything that tries to attack it), but Onslaught (with max skills) is so powerful it may not need to resort to such cheese.

At times like this, I wish there was a multiplayer super-melee thing for StarSector so that we could simply pit one against the other. The simulator isn't really an effectual way to do this. I'm sure you could easily kill a paragon in it with your onslaught, and me kill an onslaught easily with my paragon. I think the paragon is easy to use, yes, but I believe it's also difficult to master. Just watch the stupid things that the AI does when it's controlling it. It's especially annoying when it constantly drops its shield, even when it has very little to no flux and it's situated to drop flux even with a shield up. Only the AI benefits from accelerated shields so much on the paragon, yeesh. In addition to flux management, there's an entirely new game mechanic with the fortress mode or whatever it's called. I'll turn that on for a very quick moment, change active systems, and unleash the appropriate hell depending on the situation (are their shields up or down, what's their flux level at, what weapons I can afford to use at my flux level, etc). Sometimes it goes on and off again solely to absorb the timing of a particularly damning weapon. Your max performance is much higher with micromanaging than with playing it simply. Isn't there less to micromanage with the onslaught? There is dropping and raising your shield smartly and boosting, but... it seems more like pointing the appropriate direction and letting your weapons more or less go full throttle. Sorry if I'm oversimplifying it. I do play the paragon a lot more.

I think the closest we could do to melee testing is see who can take out more onslaughts with the paragon, and more paragons with the onslaught (where the character is optimally built and the ship is optimally decked out - I wouldn't be taking the tachyon lance). I know I've taken at least two onslaughts - among other ships with them - with just a paragon in a normal fight, but I don't know what the limit would be. 3 or 4 probably.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 28, 2016, 12:00:21 PM
Onslaught's primary weakness - getting flanked - is removed by turtling in the corner

Out of curiosity, when is the last time you've done this successfully? IIRC the current release has some AI changes that are meant to prevent that from being effective. I could be mistaken and it could have been added after the release, but I'm fairly sure it's actually in the current release.
Title: Re: Orbital Stations in Combat
Post by: Cik on September 28, 2016, 02:16:25 PM
even flanking the onslaught doesn't really work that well. burn drive means that it can disengage through the enemy (lel) and it has respectable firepower on almost every arc.

it's actually fairly maneuverable now, which means that it has the nose authority to destroy anything within about 30 degrees of either side of it's nose.

it only really takes one TPC + it's forward turrets to atomize anything in the game tbh.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 28, 2016, 03:05:51 PM
Onslaught's primary weakness - getting flanked - is removed by turtling in the corner

Out of curiosity, when is the last time you've done this successfully? IIRC the current release has some AI changes that are meant to prevent that from being effective. I could be mistaken and it could have been added after the release, but I'm fairly sure it's actually in the current release.

Tried it a bit, the AI seems to keep away from me whem I'm im a corner. Burn-drive ships tend to rush forward and die when provoked, though.

What's funny is that neither me (in an Onslaught) nor the enemy fleet ( three cruiser, hand full of destroyers and frigates) seem to lose any CR time, leading potentially to an ifinite standoff.
Title: Re: Orbital Stations in Combat
Post by: HELMUT on September 28, 2016, 03:09:35 PM
Onslaught's primary weakness - getting flanked - is removed by turtling in the corner

Out of curiosity, when is the last time you've done this successfully? IIRC the current release has some AI changes that are meant to prevent that from being effective. I could be mistaken and it could have been added after the release, but I'm fairly sure it's actually in the current release.

Can't talk for Megas, but i did it recently, and the AI indeed have some strange aversion for the corner of the map. Trying to go solo in the middle of the map would have every single frigates glued to your rear, frying your engines with EMP. But only a frigate or two would attempt to do it so closely to the corner, it's quite a cheesy tactic.

Spoiler
(http://i.imgur.com/wQWMZyx.png)
[close]

If your question was more about successfully flanking an enemy Onslaught, i'll say yes, i do it every single times unless it's a brawling contest. Yes, the Onslaught will be careful about it, yes its allies will cover its rear, but it's still the best tactic against a front shielded ship and exploiting it always works.

That's why i personally consider the Paragon a superior battleship. Either as a flagship or an AI wingman, it doesn't have any blatant weaknesses to exploit (asides from you know, being completely overwhelmed from all sides, but that's a common weakness among all ships).
 
Edit : Ninja'ed by Gothar. Although there was some CR loss for me, which is how i got most of the enemies frigates btw.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 28, 2016, 03:13:26 PM
Tried it a bit, the AI seems to keep away from me whem I'm im a corner. Burn-drive ships tend to rush forward and die when provoked, though.

Ah yes, that reminds me - there's a bug regarding that and burn drive that I fixed a couple of months ago.

What's funny is that neither me (in an Onslaught) nor the enemy fleet ( three cruiser, hand full of destroyers and frigates) seem to lose any CR time, leading potentially to an ifinite standoff.

Yeah, makes sense. Seems alright to me, though, since it's in the player's hands to end at any time.


If your question was more about successfully flanking an enemy Onslaught, i'll say yes, i do it every single times unless it's a brawling contest. Yes, the Onslaught will be careful about it, yes its allies will cover its rear, but it's still the best tactic against a front shielded ship and exploiting it always works.

My main concern here is whether "camp in corner with Onslaught" is still a viable tactic. Aside from the issue where burn-drive ships will still rush into range sometimes, it shouldn't be.

I mean, the AI is staying away from you, which naturally keeps you safer, but it also means you (theoretically) can't win the fight. VS if it kept trying to swarm you while you're in a corner, but only has a 90 degree arc from which to attack, leading to it losing.
Title: Re: Orbital Stations in Combat
Post by: Linnis on September 28, 2016, 03:17:59 PM
Onslaught's primary weakness - getting flanked - is removed by turtling in the corner

Out of curiosity, when is the last time you've done this successfully? IIRC the current release has some AI changes that are meant to prevent that from being effective. I could be mistaken and it could have been added after the release, but I'm fairly sure it's actually in the current release.

Yup, seems like the ai will wait to circle you untill they rush in together... Except sometimes they get shot at a little then decide they have no choice but to fight. Other times they decide to wait inside your firing range
Title: Re: Orbital Stations in Combat
Post by: HELMUT on September 28, 2016, 03:41:58 PM
I mean, the AI is staying away from you, which naturally keeps you safer, but it also means you (theoretically) can't win the fight. VS if it kept trying to swarm you while you're in a corner, but only has a 90 degree arc from which to attack, leading to it losing.

It does stay away from the player. However, i did my attempt with a maxed out Onslaught so i could burn drive in, kill one or two ships, then back off to the safety of the corner before being completely surrounded.

I tried it at level 0 too, you can still try to burn drive in to catch one ship, but you'll also be punished much harshly, and there's no hull regen this time. I didn't bothered trying to finish a lvl 0 simulator battle, because it felt like i was just waiting the enemy crew to die of old age by watching their CR going down rather than actually fighting. I'm sure it's feasible, but it would require spending a lot of time and sanity for it.
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 28, 2016, 03:51:12 PM

Yeah, makes sense. Seems alright to me, though, since it's in the player's hands to end at any time.

If you have infinite time you can maneuver and wait for the besieging AI ships to make a positional mistake. Which they more likely than not do, eventually.

It's nothing I would ever want to try to exploit, but when the campaign situation forces you to, it could get tedious.


e/ What HELMUT said.
Title: Re: Orbital Stations in Combat
Post by: Megas on September 28, 2016, 05:05:11 PM
@ Alex:  I do not remember if I tried it in 0.7.2.  I could try a game a little later to confirm.  Back in 0.7.1, AI with Burn Drive could force themselves into a corner, but they seem to do it by accident... which works well when the AI is an Onslaught and the camper is a cruiser.  Still, even if enemy could come to the corner since 0.7.2, it may still be a good idea for an Onslaught to camp at the corner because ships cannot fly past the wall like fighters to flank Onslaught where there are fewer guns, unless they can now.  Better to have about four to six ships to swarm your Onslaught instead of twelve or more.

Even hugging the wall provides some relief.  If Onslaught (or Paragon for that matter) is hugging a wall, but not a corner, AI sometimes tries to approach to attack or flank, but it is better than being completely in the open because Onslaught does not need to worry about three or so fast frigates trying to maneuver toward its six.  Just hugging the wall partially stops big Wolf and Tempest swarm from surrounding and overwhelming Onslaught or even Paragon.  (Yes, Paragon can lose flux war then be in as much trouble as Onslaught.)


* * *

@  AgroFrizzy:  Paragon is easier to use because it has strong 360 shields, can fire a bunch of guns at any direction, and if you get overwhelmed and/or need your alpha strikers (such as autopulse) to recharge, you can take a time out with fortress shield.  It is simple enough that even the AI does well with it.  In short, Paragon is easier because it is easier to defend against damage.  Onslaught is harder to use because of weaker shields and mostly forward-facing firepower.  However, Onslaught can mount lots of flak - more than enough to stop any missile/torpedo barrage and fighter swarms - and there is no such thing as too much PD when the simulator or worse throws nearly everything at you.  Also, both dual flak and Vulcans are DPS monsters.  Targets with thin or no armor get finished off quickly.  Onslaught has TPCs and superior ballistics to outrange everything except another Onslaught or Conquest (or Paragon's TLs), and it can outgun anything else that cannot flank it.  If you do not want to stay at a corner, and want to fight in the open, but fear frigates more than missiles, replacing two dual flak with HMG work wonders.  Frigates will die.  However, your Onslaught will become vulnerable to missile strikes at the rear.  There is no substitute to dual flak for missile defense and anti-fighter.  Basically, Onslaughts defense against things that flank it is to burn drive away, preferably to a wall to prevent the enemy from flanking more, to buy time if rear PD is insufficient.  If Onslaught has max Evasive Maneuvers, almost nothing can shut down engines.  Even then, if player has Damage Control 10 and Automated Repair Unit, everything repairs quickly.

In a rating from from 1 to 5, my ratings of capitals' offense and defense:
* Onslaught, offense=5, defense=4
* Paragon, offense=3, defense=5
* Conquest, offense=4+, defense=1
* Odyssey, offense=2, defense=2
Title: Re: Orbital Stations in Combat
Post by: Megas on September 28, 2016, 07:34:42 PM
@ Alex:  Tried the simulator again for 0.7.2.  Turns out it is harder for one primary reason - they kite!  They do not rush in en masse with guns blazing like in 0.7.1 or earlier.  Instead, it seems like either they have cautious officers' AI or they put the big Avoid order on my ship, and I have to chase the majority of my targets.  It could also be that more small ships are sent to escort bigger ships to add more avoidance.  They also seem aware of my weapon ranges and hover at the edge of them.  The greatest threat to soloing fleets with a battleship is CR decay, even with Hardened Subsystems!  My ship was not shot at very much, but they do not need to.  They can wait out the clock as more reinforcements come.

Turns out Onslaught seems to have more difficulty because the enemy hovers further away from my guns (seems long-range weapons are more of a liability here, but Onslaught has those builtin long-range TPCs) and I need to spend more time chasing them down.  Onslaught could still solo the simulator, but it takes more time.  Even with Hardened Subsystems, I finished the simulator with only 47% CR left.

Paragon with short-ranged weapons has an easier time because the AI does not seem to kite as far away as for Onslaught, and does not need to move as much.  I had more CR left (over 70%) when I finished the simulator.

Because I am forced to chase ships, I need to take more risks and expose my ship to damage more.  I think removal of hull regeneration combined with more cautious AI (and other stat downgrades) will do much to prevent an overpowered battleship soloing too many ships.

Paragon is bigger suited to fight this updated AI than Onslaught.  Pure offense, defense, and shot range is not as important anymore.  Being able to force and decide engagements quickly with a balance of stats to minimize time lost is more important.
Title: Re: Orbital Stations in Combat
Post by: Alex on September 28, 2016, 07:52:34 PM
Thank you for giving it a go! This sounds promising, then, especially with some improvements to the AI handling this in the dev build already. One more piece of the puzzle towards encouraging multiple-ship deployments (hopefully) without being too hamfisted about it.
Title: Re: Orbital Stations in Combat
Post by: N1ghteyes on September 29, 2016, 10:30:48 AM
How common are battlestations going to be? I forsee not too common but if they aren't garenteed to be overwhelming bohemoths then is 1 in every major system a good guess?
Title: Re: Orbital Stations in Combat
Post by: Gothars on September 30, 2016, 10:54:22 AM
You're not gonna get an answer to that question:

Quote from: Blogpost
Like exploration, orbital stations are a bit awkward to talk about because I’d like to avoid spoiling things, and this rules out talking about all of the content currently using these mechanics.

Yet :)
Title: Re: Orbital Stations in Combat
Post by: N1ghteyes on September 30, 2016, 04:34:04 PM
Fair enough  8)
Title: Re: Orbital Stations in Combat
Post by: Wyvern on October 06, 2016, 10:27:34 AM
A few modding related questions, if you don't mind (some crazier than others):

Is there a way to mark a module as unmodifiable?  Especially for armor modules, it seems that being able to select these when refitting a ship would be more frustrating to a player than useful.

Is there a way to control module render order, and if so, is it possible to make a module render under the main ship instead of over?

What happens if a module type slot doesn't have a specific module built in?  Would it be possible for the player to choose from appropriately-sized modules in their cargo hold, or is this not supported?
Title: Re: Orbital Stations in Combat
Post by: Alex on October 06, 2016, 10:59:24 AM
Is there a way to mark a module as unmodifiable?  Especially for armor modules, it seems that being able to select these when refitting a ship would be more frustrating to a player than useful.

If it's got 0 OP, it won't be selectable.

Is there a way to control module render order, and if so, is it possible to make a module render under the main ship instead of over?

You can set the hull size, though generally speaking you want to use FRIGATE for modules. But if you use, say, DESTROYER, then FRIGATE-sized modules would render over it. But maybe not on the compound ship icon, not sure. The case where modules overlap with each other (rather than just the ship) isn't exactly built for.

What happens if a module type slot doesn't have a specific module built in?  Would it be possible for the player to choose from appropriately-sized modules in their cargo hold, or is this not supported?

Not supported, at least for the moment. If a module isn't specified for a slot in the .variant file, that slot will just be empty.
Title: Re: Orbital Stations in Combat
Post by: Wyvern on October 06, 2016, 11:06:21 AM
The case where modules overlap with each other (rather than just the ship) isn't exactly built for.
Huh.  Given the suggestion of armor modules as a thing, and the description in the blog post of shooting through one module to get at another one, I would've expected this to be a thing.  ...Then again, given that, I would've expected recursive modules to be a thing, too, and you've already said that isn't supported, so what do I know?

(Answer: I know this next update will be awesome, that's what.)

Edit: also, thanks for the answers!  Much appreciated.
Title: Re: Orbital Stations in Combat
Post by: Alex on October 06, 2016, 11:18:33 AM
Huh.  Given the suggestion of armor modules as a thing, and the description in the blog post of shooting through one module to get at another one, I would've expected this to be a thing.

The thinking regarding those is they'd be adjacent to but not on top of nearby modules.

(Answer: I know this next update will be awesome, that's what.)

:D

Edit: also, thanks for the answers!  Much appreciated.

Yep, glad to answer.
Title: Re: Orbital Stations in Combat
Post by: Wyvern on October 12, 2016, 02:19:12 PM
How do stations / modules show up in the Codex?  ...Or do they?  (I, at least, would be quite happy with a way to prevent certain hulls from showing up in the Codex...)
Title: Re: Orbital Stations in Combat
Post by: MesoTroniK on October 12, 2016, 04:32:53 PM
(I, at least, would be quite happy with a way to prevent certain hulls from showing up in the Codex...)

Seconded, this would be extremely useful.
Title: Re: Orbital Stations in Combat
Post by: DownTheDrain on October 12, 2016, 05:05:25 PM
(I, at least, would be quite happy with a way to prevent certain hulls from showing up in the Codex...)

Seconded, this would be extremely useful.

I assume you're aware that there's already a suggestion thread for this specifically.
http://fractalsoftworks.com/forum/index.php?topic=11377.0
Title: Re: Orbital Stations in Combat
Post by: Alex on October 12, 2016, 05:07:47 PM
How do stations / modules show up in the Codex?  ...Or do they?  (I, at least, would be quite happy with a way to prevent certain hulls from showing up in the Codex...)

Seconded, this would be extremely useful.

For now, these show up in the codex, but I'll need to add a flag to take the modules/exploration content out at some point before the release.
Title: Re: Orbital Stations in Combat
Post by: Morrokain on October 12, 2016, 08:38:16 PM
For now, these show up in the codex, but I'll need to add a flag to take the modules/exploration content out at some point before the release.

Nice! :) Good to know this is being considered and I can safely read the codex in the future!
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on October 13, 2016, 12:26:12 AM
For now, these show up in the codex, but I'll need to add a flag to take the modules/exploration content out at some point before the release.
That is a GREAT news! Thanks!
Title: Re: Orbital Stations in Combat
Post by: Squigzilla on October 15, 2016, 12:28:36 PM
While we're addressing the codex, combining all hull variants into a single entry would be nice. For example, have a single Lasher entry with information on all the various faction variants contained on one page.
Title: Re: Orbital Stations in Combat
Post by: Deshara on October 15, 2016, 02:38:31 PM
oh man if the new blog update is posted in a week I'm gonna be devastated, I sure hope Alex doesn't break my heart here ):
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on October 16, 2016, 09:04:48 AM
Well, we haven't seen any Changelog yet. That means either the update process has been such a mess this time around it is hard to write one (always a possibility when coding  :D), or that the content would be highly spoilery and Alex wants us to discover those things in-game. If that second case is true, I doubt we will have another blog post. Or maybe another Art/Lore/Music post from David or Stian?

Unless it is a post about the new skill system but I think that kind of change has to be experimented firsthand, as armchair theory-crafting will probably leads to needlessly heated debates in the comments.
Title: Re: Orbital Stations in Combat
Post by: Probe1 on October 20, 2016, 11:23:17 AM
As stimulating and hype building as this blog was, it takes so long to get ideas into released content that I forget about this game for months at a time.  I'll come back, as I did just now, and see 1-2 really enticing blogs.

But no content.  So I disappear again.

Good luck with the game as always!
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on October 22, 2016, 02:41:41 AM
   Ha! I just remembered another big issue we had with Twiglib that could crop up eventually if you ever try to do something different with modules: Initially we used "fighters" held in place to create breakable armor/modules, but one issue with them turned out to be that they are drawn on top of the ship and weapons (and some fighters). Given the size of some mod weapons, that would make modules unusable on any host ship that has modular weapons. This is obviously not an issue with stations since the core is unarmed, but any other use I can think of will encounter this same problem.

   Of course the solution we used for Twiglib is still valid: the displayed armors blocs are in fact a decorative weapon on the ship with an invisible "fighter" on top that get hit by the projectiles. And that fighter only becomes visible when destroyed, just as the decorative weapon get hidden, and it is released with a quick push away. But that still is a somewhat cumbersome solution.

   So unless you already thought about that, I'm wondering if we could someday get some tags to change the rendering order of modules? Bellow the host's weapons, maybe also bellow the host itself too if someone wants to make un-dockable modules?
Title: Re: Orbital Stations in Combat
Post by: Alex on October 22, 2016, 11:35:57 AM
Ah, that's a great point, hadn't considered it - as you say, wasn't an issue for stations. I'll have to take a look.


As stimulating and hype building as this blog was, it takes so long to get ideas into released content that I forget about this game for months at a time.  I'll come back, as I did just now, and see 1-2 really enticing blogs.

But no content.  So I disappear again.

Good luck with the game as always!

Fair enough, and thank you!
Title: Re: Orbital Stations in Combat
Post by: Debido on October 24, 2016, 09:57:44 PM
Hmmm this feature looks awfully familiar  ;D

Nice work Alex!
Title: Re: Orbital Stations in Combat
Post by: Orikson on October 31, 2016, 08:11:01 AM
This feature looks awesome I say. Pew pew.
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on November 07, 2016, 01:04:22 AM
Thirteenth day of fasting, my body is weak, but my mind never felt so strong. I'm now deeply attuned to the world around me, feeling it flowing, alive, beautiful... The meditation trance engulf me again, I see blurred visions of the future, a feeling of ecstasy submerge my soul as I can see... I see it! The divine goal of this endeavor. Immaculate and bathed in light... But yet again I'm denied the honor of laying my eyes upon its content. The trance recess and I'm now deaf to the world again. Day thirteen of fasting, and the Holy Changelog still eludes me.


Maybe I should ask my friend to try and read it in tea leaves again.
Title: Re: Orbital Stations in Combat
Post by: Spoorthuzad on November 07, 2016, 01:12:54 AM
Thirteenth day of fasting, my body is weak, but my mind never felt so strong. I'm now deeply attuned to the world around me, feeling it flowing, alive, beautiful... The meditation trance engulf me again, I see blurred visions of the future, a feeling of ecstasy submerge my soul as I can see... I see it! The divine goal of this endeavor. Immaculate and bathed in light... But yet again I'm denied the honor of laying my eyes upon its content. The trance recess and I'm now deaf to the world again. Day thirteen of fasting, and the Holy Changelog still eludes me.


Maybe I should ask my friend to try and read it in tea leaves again.

Are you high?
Title: Re: Orbital Stations in Combat
Post by: Dri on November 07, 2016, 07:55:49 AM
Alex has indeed entered silent running mode for nearly two weeks now. Granted, there isn't much to talk about what with the last patch being many months ago and no new blog post in awhile.

I surely do hope we can get the patch before 2017...
Title: Re: Orbital Stations in Combat
Post by: CrashToDesktop on November 07, 2016, 08:43:05 AM
Alex has indeed entered silent running mode for nearly two weeks now. Granted, there isn't much to talk about what with the last patch being many months ago and no new blog post in awhile.

I surely do hope we can get the patch before 2017...
The update?  I doubt it.  Changelog?  Maybe, depending on how generous Alex is feeling. :)
Title: Re: Orbital Stations in Combat
Post by: Sy on November 07, 2016, 10:34:25 AM
Thirteenth day of fasting, my body is weak
beautiful.
Title: Re: Orbital Stations in Combat
Post by: Alex on November 07, 2016, 10:36:01 AM
Mainly just working on stuff that's awkward to talk about without spoiling - exploration related content, procedural generation, etc. I mean, "here's some of the things you might find", I don't really want to do that. (Side note: the new game dialog now has more options pertaining to Sector creation!)

Very much aware that I need to write  new blog post soon, though. There's a good candidate for it but it's not done, though it's next on the list after I finish up the current thing - so will probably write about that if it works out, or about procgen in more general terms if it doesn't.
Title: Re: Orbital Stations in Combat
Post by: Deshara on November 07, 2016, 12:34:10 PM
Mainly just working on stuff that's awkward to talk about without spoiling - exploration related content, procedural generation, etc. I mean, "here's some of the things you might find", I don't really want to do that. (Side note: the new game dialog now has more options pertaining to Sector creation!)

Very much aware that I need to write  new blog post soon, though. There's a good candidate for it but it's not done, though it's next on the list after I finish up the current thing - so will probably write about that if it works out, or about procgen in more general terms if it doesn't.

Since vanilla is leaning more and more towards non-static content, is there any chance of eventually implementing late-game use of the jump gates to effectively re-roll the sector in new game plus mode by jumping to a new, randomized sector?
Title: Re: Orbital Stations in Combat
Post by: Dri on November 07, 2016, 02:43:34 PM
You should generate Hyperspace in a way that creates sort of "Hyperspace Highways"—channels and lanes through the deep clouds that the AI often uses to get from one cluster of systems to another. Would be neat to see and help players hunt.
Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on November 07, 2016, 04:09:35 PM
You should generate Hyperspace in a way that creates sort of "Hyperspace Highways"—channels and lanes through the deep clouds that the AI often uses to get from one cluster of systems to another. Would be neat to see and help players hunt.
Especially with the new hyperspace stuff. Otherwise it is gonna take forever to get from one start cluster to another and cost an arm and a leg as well
Title: Re: Orbital Stations in Combat
Post by: Tartiflette on November 07, 2016, 04:26:02 PM
Alex did mentioned that it was one of the more extreme tests with the procedural generation. The "normal" size will probably be much closer to the current hyper. Additionally, maybe ships travel faster now?
Title: Re: Orbital Stations in Combat
Post by: CrashToDesktop on November 07, 2016, 07:17:39 PM
Alex did mentioned that it was one of the more extreme tests with the procedural generation. The "normal" size will probably be much closer to the current hyper. Additionally, maybe ships travel faster now?

I honestly wouldn't mind such a massive world, even if I never get to visit most of them, having such a large world with that many opportunities just feels good.
Title: Re: Orbital Stations in Combat
Post by: Clockwork Owl on November 07, 2016, 09:01:15 PM
I honestly wouldn't mind such a massive world
Your CPU might have a different opinion...
Title: Re: Orbital Stations in Combat
Post by: CrashToDesktop on November 07, 2016, 09:28:58 PM
Your CPU might have a different opinion...
Not really, I've got an i7-6700K with an overclockable motherboard, so I'm set for it. :D
Title: Re: Orbital Stations in Combat
Post by: Midnight Kitsune on November 08, 2016, 01:25:16 AM
Your CPU might have a different opinion...
Not really, I've got an i7-6700K with an overclockable motherboard, so I'm set for it. :D
Doesn't really help with SS as the game isn't really set up for multi cores. Raw core per core speed is better. Or so I've heard
Title: Re: Orbital Stations in Combat
Post by: CrashToDesktop on November 08, 2016, 07:24:55 AM
Guess we'll find out when the update hits, and I can tweak the settings to get as massive a sector as possible. :)
Title: Re: Orbital Stations in Combat
Post by: Phyroks on November 08, 2016, 09:38:19 AM
Alex, when do we get our very early christmas new year present?  ;D
Title: Re: Orbital Stations in Combat
Post by: DMinatrix on April 26, 2017, 04:23:04 PM
So I decided to go back through and read some older articles on the website and lo and behold I find something about orbital stations with separate components.  As I read on I got a recollection of a certain new ship type I had fought in my recent scavenging travels with the .8a update, the Domain Survey Mothership.  I really like what was said about potential because one, ideas can be volatile and always changing and trying to interpret a single idea at it's time of conception as a steady thing is impossible to do, and two: that ship definitely isn't an orbital station by any means but it did have the several disable-able parts and sections on it that were mentioned in the blog post.  Anyways, just a neat thing I found during my time in the game and it was related to this thread.  Cheers
Title: Re: Orbital Stations in Combat
Post by: Alex on April 26, 2017, 04:59:46 PM
:D Keep looking, and you'll find more built on that same foundation.

(Welcome to the forum, btw!)