Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Zsar on February 22, 2023, 03:22:06 PM

Title: Complete the row of weapon groups
Post by: Zsar on February 22, 2023, 03:22:06 PM
Very few ships can exhaust the current limit of 7 weapon groups, but the Onslaught easily can, so can the Odyssey and Paragon. Given that the keyboard row containing all currently existing weapon group hotkeys has another five keys available to the right, it would seem sensible and future-proof to add five more weapon groups.

Notes:
Title: Re: Complete the row of weapon groups
Post by: Koldo27 on February 23, 2023, 12:17:33 AM
Using the whole row runs into the issue that keyboards from different countries sometimes have different keys in the last two slots.

Adding the last three numbers does sound like a great idea though.
Title: Re: Complete the row of weapon groups
Post by: Zsar on February 23, 2023, 02:17:08 AM
But that is an issue all games have. E.g. using a QWERTZ layout myself, I always check hotkeys before playing a game for the first time because there is almost always something bound to Y or Z that I'd better swap. So, yes, technically a small usability issue, but not a dealbreaker, I'd think.

... I want to remember that it was also possible to get the key (not the associated symbol, but the adress of the physical key) in some input APIs, so maybe this is not even an issue to begin with. I have certainly played some games that seemed to have a static hotkey layout but were able to display the correct character associated with the keys (that is, the displayed hotkey would change between Y and Z when switching keyboard layouts, while the real key remained unchanged). Might have been manual work though.
Title: Re: Complete the row of weapon groups
Post by: SCC on February 23, 2023, 10:47:56 AM
Iirc even expanding weapon groups from 5 to 7 was already slowed down by legacy code constraints, so I doubt we are going to get even more of them.
Title: Re: Complete the row of weapon groups
Post by: Toxcity on February 23, 2023, 11:44:45 AM
I think another issue is UI space. 7 weapon groups has to share space with fighters and ship systems.
Title: Re: Complete the row of weapon groups
Post by: Zsar on June 08, 2023, 04:23:55 PM
I'd like to emphasise the need for this suggestion. Attached is a screenshot of MSS Garuda from "The Last Hurrah", a mission without Story Points. (I had to crop it a lot to get under the file size restriction, so sorry for not showing the whole refit screen.)

Her starboard side is completely empty and yet she'd need a group '8' as the bare minimum already. If this were the campaign with up to three built-in mods, the situation would only be more dire. I'd like to replace one of the Storm Needlers with a Devastator Cannon - but it just does not fit.

... If adding more weapon groups is out of the question, maybe an alternative would be to create a "hardwired" autofire group, which cannot be controlled in any way (thence also does not need any keyboard integration), but whose weapons each individually track whatever target is most fitting to them?
Title: Re: Complete the row of weapon groups
Post by: BaBosa on June 08, 2023, 06:39:24 PM
Having a group where everything individually autofires would be really nice.
Title: Re: Complete the row of weapon groups
Post by: Wyvern on June 09, 2023, 09:06:08 AM
Her starboard side is completely empty and yet she'd need a group '8' as the bare minimum already. If this were the campaign with up to three built-in mods, the situation would only be more dire. I'd like to replace one of the Storm Needlers with a Devastator Cannon - but it just does not fit.
Your choice of weapon groups is weird. I'm going to assume that the missiles-mixed-in-with-PD is to convince the AI to just fire them whenever, but do you really need two different PD groups for that? And you can put the Hydra and Squall in a single group with no trouble: just set it to alternating instead of linked. And the phase lance and heavy mortars are both dedicated anti-armor weapons; no reason not to put them into a single group. As for that devastator you wanted, well, even if you only follow my suggestion for the Hydra and Squall, you've got a spare group for it... but you should probably test out putting it into the PD group, or into a dedicated anti-armor-weaponry group.
Title: Re: Complete the row of weapon groups
Post by: Zsar on June 09, 2023, 01:58:39 PM
Err, I did not assign the PD to any group, because there is no free group left. They are in their auto-assigned groups - the game does this automatically whenever you add a weapon into an empty slot.

... The PD should have gone into a group 8, but there is no group 8. There should have been a single Devastator Cannon in group 9, but there is no group 9.

What I ended up doing was put the PD into the same group as the Phase Lance, because the AI will waste that weapon against fighters anyway, but it is clearly not sensible.

Note that the AI will
Title: Re: Complete the row of weapon groups
Post by: xenoargh on June 09, 2023, 02:24:41 PM
I'd like an "always uses Autofire" group and "do not ever use except manually by player" group, personally. The first would simplify a lot of stuff w/ AI (all Groups for a Variant could be consolidated to that one before combat) and the second type would both be nice for Built-In weapons that the AI can't use well for <reasons> and / or as a place to put weapons that are passive in nature or should not use standard autofire AI but aren't Decorative, for example.
Title: Re: Complete the row of weapon groups
Post by: Wyvern on June 09, 2023, 02:34:53 PM
A: The phase lance is really good at shooting down fighters - when I install a phase lance, anti-fighter work is exactly what I want it to be doing. What else are you expecting from this?

B: Having tested AI use of a Conquest with a Squall and a Hydra in a single alternating weapon group, this appears to me to be working just fine. What is the actual problematic behavior you are seeing?

Overall, if I were going to field a Conquest with this sort of weapons outfitting, I'd end up using all of four groups for it.

I'd like an "always uses Autofire" group and "do not ever use except manually by player" group, personally. The first would simplify a lot of stuff w/ AI (all Groups for a Variant could be consolidated to that one before combat) and the second type would both be nice for Built-In weapons that the AI can't use well for <reasons> and / or as a place to put weapons that are passive in nature or should not use standard autofire AI but aren't Decorative, for example.
Er, what? No, you can't just merge all groups into one like that. An important part of flux management, both for the AI and for the player, is being able to selectively turn off specific weapons. If it's all one group, that ability is lost.

That said, I wouldn't mind having an ability to add a few more tags to specific groups - things like "use aggressively" for high-ammo-count missiles so that you don't need to mix them into PD groups to get the AI to just put them on autofire - and your "do not fire under AI control" suggestion would be of potential use for niche Neural Link setups... (But weapons that are "passive in nature" or "should not use standard autofire AI" should probably just, y'know, get their own autofire AI assigned to them, even if that AI is 'don't fire this ever'. Which you can already do, but it's per-weapon stuff, not by weapon group.)
Title: Re: Complete the row of weapon groups
Post by: Siffrin on June 09, 2023, 02:39:38 PM
More weapon groups is always welcome, I don't care about the UI getting too big.
Title: Re: Complete the row of weapon groups
Post by: Zsar on June 09, 2023, 03:51:51 PM
Mmh, admittedly, all my "somewhat rigorous" tests were in the last version, so maybe some things have improved since then? That was, of course, before the Hydra, but it did yield these rules of thumb:
The overall AI performance seems to have improved in this version at least a bit, so maybe (hopefully) some of these need re-testing.

Here is a detailed rationale for how I chose the weapon groups in my screenshot:

So, there are some optimisation opportunities here, but my point is very much that Weapon Groups should not be a limited resource that I have to optimise for in the first place.

What if I wanted to build a "punch down" symmetrical Conquest with a different weapon in every non-PD slot? It might potentially need up to 14 groups. Arguably that is an extreme, degenerate example, but following this suggestion, we'd have (originally) 12 groups at our disposal, which is not so bad even then - and with the newer alternative, we might have a "shoot wherever" group without hotkey and need only maybe 4 to 6 "proper" groups.

(Re. Phase Lance shooting at fighters - it is overkill and the Phase Lance is
so if there were no hostile ships around, I would not mind it sniping at strike craft at all - nor would I mind the Heavy Mortars try their luck in that case. But as soon as a "real" target is in the vicinity, even if not yet in range proper, I want the thing to stay ready to fire at that target, rather than waste cooldown and flux swatting flies with a sledgehammer.)

FWIW: I attached another screenshot of the groups that had won me the scenario in the meanwhile.
Title: Re: Complete the row of weapon groups
Post by: Jang on June 12, 2023, 12:18:28 PM
Having a group where everything individually autofires would be really nice.
This seems like the most convenient solution if there's no longer the issue where mismatched-range weapons in a group will sometimes fire at empty space. You wouldn't need to, for example, put two Gauss Cannons in two separate groups so they can activate individually. But it might be even more confusing for new players if there are multiple types of weapon groups
Title: Re: Complete the row of weapon groups
Post by: Oni on June 13, 2023, 03:48:53 AM
Having a group where everything individually autofires would be really nice.
This seems like the most convenient solution if there's no longer the issue where mismatched-range weapons in a group will sometimes fire at empty space. You wouldn't need to, for example, put two Gauss Cannons in two separate groups so they can activate individually. But it might be even more confusing for new players if there are multiple types of weapon groups
Interesting... an eighth unnumbered firing group, set in a different colour and labelled as 'independent', that has everything in it act as solo automated would be a neat solution.
As long as the player themselves can't access it in combat but can clearly see the weapons firing confusion should be minimal, and I can see PD weapons being sorted into it by default.