Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Tartiflette on October 08, 2015, 01:31:17 PM

Title: Fighter as a Carrier's weapons
Post by: Tartiflette on October 08, 2015, 01:31:17 PM
Fighters changed quite a bit with time, both lore-wise and in their implementation. At first the carriers where supposed to have a mini autofactory onboard and the fighters were merely an Universal Access Chip with some limited uses you plugged in, thus the limited replacement and the obligation to have a flight deck to support your fighters. Then the fighters became ships of their own, only needing a carrier to be repaired in combat as long as you had replacement chassis available, but otherwise not bound to a flight deck if any. And recently with CR everything got muddier, they got some form of invincibility, being impossible to wipe out as long as a carrier remains, and kinda immune to harry since even at 1%CR they can deploy at full strength. They also can be part of a fleet regardless of the availability of a carrier, with often the lore-breaking sight of a fighter-only fleet casually cruising in hyper despite not supposed to have any hyperdrive...

What I'd like to see, if the fighter effectively becoming the weapon of a carrier. Intuitively it makes sense as carriers are force projectors: they are useless without fighters, and fighters don't have the range (or the hyperdrive) to be useful without a carrier.

In term of gameworld, the fighter would become and UAC again that allow the carrier to build them on the fly in combat at the cost of it's own CR. The carriers would then be cheap to deploy (routhly the cost of a combat ship of the same power minus the flight decks), but rebuilding more fighters would raise that cost, and of course rebuilding a Talon wouldn't put much of a dent in it's CR while a broadsword wing would lower it a few percents. The fighters would be traded not like ships but like weapons and be installed on the carrier during refit like as usual, with each flight deck able to maintain two wings (one wing per deck seemed a bit low):

(http://i.imgur.com/0F3s60zl.jpg) (http://i.imgur.com/0F3s60z.jpg)

In combat they would still behave as they currently do: you can give them orders, and deploy them or not (but only if their carrier is deployed too, otherwise they would never die again). The carrier would probably have some sort of limitation to avoid eating all it's CR in one battle. One suggestion (http://fractalsoftworks.com/forum/index.php?topic=9628.msg165628#msg165628) from Gothars was to have the rebuilding take more and more time once its CR drop bellow 30%.

What issues would that solve:
 - No more carrier-less fighter fleets. If the carrier goes down, the fighters too. If the wing survived the pilots can be rescued, but the fighters can't be maintained or rearmed without the corresponding UAC.
 - No more exploit of super heavy fighter fleets that only have one carrier just to prevent their death.
 - No more obscure cost of fighter deployment due to the losses. The carrier CR recovery is all that matter.
 - Better control on the amount or fighter replacements. If you want more Piranhas, you only need to deploy that wing and not any other: the carrier will spend all it's CR to rebuild that one.
 - Lootable fighter wings. As any weapon, an UAC could be found in the post battle looting.
 - Clean Lore explanation that support the gameplay instead of excusing it.

[EDIT]
Tentative mockup of what it could look like in campaign:

(http://i.imgur.com/hph4g6A.jpg) (http://i.imgur.com/hph4g6A.jpg)

I replaced the "1 flight deck" with an icon of the installed fighters, and linked them to their carrier in the widget.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 08, 2015, 01:38:31 PM
I would enjoy this greatly! Though I do think that it would need to be a little more complicated than just slots for wings - a Talon is a lot less combat effective than a Broadsword, but they make up for it by being cheap. A carrier gets hangar points again? (I always liked hangar points, having them was one reason I used to use the old Hammerhead.)
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 08, 2015, 01:43:20 PM
Indeed, but with this idea, the cost is transferred to the Carrier: it would cost almost nothing to deploy, but rebuilding a fighter would reduce it's CR (raising it's deployment cost) and of course rebuilding a Talon would barely make a dent when a broadsword would probably lower it by 1%. Actually, with that principle we could even get rid of the replacement limit and streamlining the fighter mechanic even more. Edited the OP to reflect that.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 08, 2015, 01:49:42 PM
Interesting... I can see that working. I guess my issue is that I really like Talons, but only in high numbers; the proposed system would really push the player into using higher quality fighters due to limited slots. Though maybe if the cost were really skewed in favor of the Talon... its still a bit of a concentration of firepower issue.

Still, I really like the base idea! Fighters are my favorite.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 08, 2015, 01:55:48 PM
Updated further the OP: you want more Talons? Don't install any other wing and the carrier will spend it's whole CR rebuilding them.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 08, 2015, 01:56:25 PM
I'm always for the fighter gameplay - and I like this, it's pretty interesting and fits the lore perfectly. :) The bit about reducing CR with each fighter deploy might cause some issues, though - is there a set limit for when it stops reducing CR?  Otherwise it looks like the crew is starting to pull apart the ship for parts to feed into the minifac with weapons and engines malfunctioning below 20% CR.

Some of the finer details of your mechanic might need to be fleshed out - like if fighters still appear on the tactical map, if they'll react to (or even prioritize) targets from the base ship, etc., (things that I'm usually interested in, heh) but it's incredibly interesting.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 08, 2015, 01:59:31 PM
For me what I meant was not teh number of replacements, but how many are out at a time. For example, if I only have 2 slots, 2 Broadsword wings beat out 2 Talon wings. But if I had 3 Talon wings instead of 2 Broadsword wings (about the current ratio?) then its good.

But then again I really like having the fighters be more like weapons. So maybe have multiple sized slots? Interceptors fit in light fighter slots? Eh, might be too complicated.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 08, 2015, 02:16:09 PM
Hm, I don't think having multiple sized slots is something.  Each fighter is good at something - be it interceptor, multipurpose, assault, or bomber - and between these classes, they aren't better than one another.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 08, 2015, 02:20:24 PM
I'm always for the fighter gameplay - and I like this, it's pretty interesting and fits the lore perfectly. :) The bit about reducing CR with each fighter deploy might cause some issues, though - is there a set limit for when it stops reducing CR?  Otherwise it looks like the crew is starting to pull apart the ship for parts to feed into the minifac with weapons and engines malfunctioning below 20% CR.
And why not? ^^ If the CR drop too low, you can retreat the carrier... Or could if the order weren't that limited. Okay that could be an issue. Of course there has been suggestions to make the orders slowly replenish over time, or the carrier could have an auto-retreat threshold you set the way you can change the ship CR in refit, or the fighters could stop being rebuilt once the carrier reach 30% CR (but could still be reloaded and repaired).

Some of the finer details of your mechanic might need to be fleshed out - like if fighters still appear on the tactical map, if they'll react to (or even prioritize) targets from the base ship, etc., (things that I'm usually interested in, heh) but it's incredibly interesting.
For me what I meant was not teh number of replacements, but how many are out at a time. For example, if I only have 2 slots, 2 Broadsword wings beat out 2 Talon wings. But if I had 3 Talon wings instead of 2 Broadsword wings (about the current ratio?) then its good.
They would still act and appear as they currently do, iirc if they have an escort order, they prioritize the target of that ship. The wings size would remain the same too.

I think the refit screen could also display the amount of replacements you can get from the current CR.

(http://i.imgur.com/FxvajZkl.jpg) (http://i.imgur.com/FxvajZk.jpg) (http://i.imgur.com/uYUOoYxl.jpg) (http://i.imgur.com/uYUOoYx.jpg)

That also beg for a hullmod that double the repair/reload/rebuild speed but only allows one wing per flight deck... Or the opposite for installing a third wing.
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 08, 2015, 02:28:33 PM
I really like the idea! It is a neat concept.

So when I'm saying this I'm really just playing devil's advocate: Do the relatively small benefits really warrant a rework of a well functioning system at this point of development? It seems like all the major problems this solves are with the lore and immersion, not with the actual gameplay.

Is there really an "exploit of super heavy fighter fleets"? It seems to me non-replenishing fighters can only work against fleets which are a weight class below you anyway and could be beat by many other means.


So maybe have multiple sized slots?
That, or have heavy fighters block additional slots.


The bit about reducing CR with each fighter deploy might cause some issues, though - is there a set limit for when it stops reducing CR?  Otherwise it looks like the crew is starting to pull apart the ship for parts to feed into the minifac with weapons and engines malfunctioning below 20% CR.

- It's kinda OK, since the main function of a carrier is to build fighters. Other ships also fire their weapon until they fall apart.
- This could be smoothed by progressively reducing build speed with sinking CR, so a low CR carrier doesn't knock itself out too fast.
- Maybe you could switch of the flight deck like a weapon group? Or give an order to your AI carriers to do so.
 
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 08, 2015, 02:33:11 PM
Eh, don't like the flat-out Retreat Threshold - maybe just stops the production of fighters.  Carriers aren't going to retreat if they've got 20% CR (despite it being a good idea) - they've still got weapons and support options, so I'd rather have them poke the enemy than not.

@Gothars
Yea, I'm thinking about having an option to just turn off fighter production once CR hits the designated level.  That'd be nice.  Also, being able to manually turn off fighter production when you are the carrier (and maybe if you're not, if you can figure out a smooth enough way) would be nice as well.

Also, who says this has to be implemented?  It's a suggestion that Tartfillette thought would be a nice addition (if I can speak for you, at least) - sure, it'd be awesome if it were implemented, but it's not nessesarily taking into account everything else.
Title: Re: Fighter as a Carrier's weapons
Post by: Megas on October 08, 2015, 02:40:59 PM
Flight deck is worth about six small slots.  Could have flight deck slots.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 08, 2015, 02:42:57 PM
I just realized this - it'd be pretty hilarious to see what the Astral's refit screen would look like with 6 flight decks and 12 fighter slots, heh.

Flight deck is worth about six small slots.
Erm, what do you mean?  A figher wing is worth 6 small weapon slots, that kind of thing?

Could have flight deck slots.
Yea, those are kind of in there (if I get what you're saying) - you can assign two wings to a single flight deck.
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 08, 2015, 02:50:45 PM
To really stay analogous to the normal weapons though, it seems better to really have three slot sizes, and the slots visually positioned on the sprite (where the decks actually are).
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 08, 2015, 02:51:17 PM
What if instead each carrier has fighter points (maybe hangar space), separate from flight decks.

Fighter points determines how many replacement fighters a carrier can launch. Different types of fighters cost different numbers of points per fighter.

Say a Talon costs 4, a Broadsword costs 5, and a Condor has 100 points. If you had only Talons you'd get 25 replacements, but if you only had Broadswords you'd get 20. If you split it you'd get 12 Talon replacements and 10 Broadsword replacements. Numbers for demonstration only.

Maybe have stat for the most fighter points a wing can use, so you'd have to have two Talon wings to use all 100 fighter points.

This would allow differentiating carriers with the same number of flight decks.


Needs more thinking about, but I'm out of time for the moment.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 08, 2015, 02:59:47 PM
@Hartlord
Yea, I like the idea overall.  It's similar to Thaago's idea (which I also liked) since it stays true to the Ordnance-point system.  Although there's something about the mechanic overall that I just don't like.  Maybe it's being limited in the kinds of wings I can deploy, no idea though.  I think I like the Gothars' "weapon-slot" idea better, although more separated into tech level (mastery, midline, and advanced) instead of how "large" fighters are.  Just tossing ideas up, though.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 08, 2015, 03:00:23 PM
I just realized this - it'd be pretty hilarious to see what the Astral's refit screen would look like with 6 flight decks and 12 fighter slots, heh.
Actually I specifically designed the size of the refit display to fit the Astral's 6 flight decks ^^

So when I'm saying this I'm really just playing devil's advocate: Do the relatively small benefits really warrant a rework of a well functioning system at this point of development? It seems like all the major problems this solves are with the lore and immersion, not with the actual gameplay.

Is there really an "exploit of super heavy fighter fleets"? It seems to me non-replenishing fighters can only work against fleets which are a weight class below you anyway and could be beat by many other means.
Fighters not dying sounds like an exploit to me, and I used oversized fighter fleets early game with great success because you never lose any ship, it's risk free and not expensive if you compare the initial investment between cheap all-in-one fighters wings and ship that you'll need to equip. In my very personal opinion, fighters aren't well functioning, they are just functional, and I liked them better in 0.58.

What if instead each carrier has fighter points (maybe hangar space), separate from flight decks.
My issue with that is that it's way more complex than the current system for no big gain, where I tried to streamline things. The fighter wings are supposed to be balanced against each other: numerous cheap weak Talons, or a few expensive shielded powerful Daggers... Why would they need to use different hangar space? But if anything like that would be implemented, I'd prefer a slot size system (with more hulls available if you install a smaller wing for example).


Tentative mockup of what it could look like in campaign:

(http://i.imgur.com/hph4g6A.jpg) (http://i.imgur.com/hph4g6A.jpg)

I replaced the "1 flight deck" with an icon of the installed fighters, and linked them to their carrier in the widget.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 08, 2015, 06:26:25 PM
One thing I just thought of: say we equip our Heron with 2 Daggers and 2 Wasps, but we get into a fight where we don't want to deploy the wasps. Are those slots effectively wasted? There would still be two flight decks so I guess they would still be refitted faster.

I like the UI that you've mocked up! The line under the fighters is both informative and non-intrusive.


As to whether this is worth implementing at this stage... probably not immediately, but its a really nice idea. Perhaps as polish before 1.0?
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 08, 2015, 06:36:40 PM
So, what about the crew of the fighters?  Since they're no longer linked to the fleet screen, they need another way of getting crew.

I think linking it to the crew level of the carrier the fighters are based in is fine idea.
Title: Re: Fighter as a Carrier's weapons
Post by: Unfolder on October 08, 2015, 07:07:48 PM
I really want the ability to mix and match fighters and drones. Being able to load destroyers with flak drones or PD drones or mining drones would be great.

I would also like to see light, medium and heavy fighter bays the way we have weapons mounts. Where the size increases both the maximum possible size of the wing (4 talons for small, six medium, eight heavy) as well as faster rebuild times. Or maybe only heavy fighter bays can field heavy fighters and bombers. You could also have a mod for capital ships that can increase wing size, like Command Citadel, haha, oh man! YESSS

I would also like to see a more inuitive relaunch system where fighters automatically retreat when they are below 50% or 25% (collectively) and relaunch. Another good thing would be to give CR bonuses for surviving fighters. For example if a fighter survives it's CR cost for relaunch is only porpotional to the damage it took. Another groundbreaking change might be the ability to insta-launch a new wing, for example you send out 4 talons, two are destroyed, the other two retreat after 50% damage, meaning you took 75% CR hit for the wing, the minute the two fighters straggle back, whoosh, a new wing is instantly spewed out with a CR penality.  If that would make fighters too OP you could give them fuel limits the same way missiles do, where once they fight for a certain time they run out of nitro and have to retreat back to the ship at reduced speed. So many possibilities for fighters... but yeah at the least I would like the option of full squadron relaunch, where the new wing isn't deployed until the entire wing is rebuilt/restocked. The whole drip drab one fighter at a time sucks cause they usually get eaten, whereas a full wing stands a chance.

Basically my suggestions might boil down to wanting a more concrete, distinct relationship between carriers and fighters. I'm not sure I even like having fighters being usable without carriers, it makes no sense and they are partically useless without carriers since they almost always get permakilled without reinforcements. Basically, rather than being their own unit, fighters should be weapons of carriers that degrade throughout a battle. Fighter CR could/should be directly a function of carrier CR

Basically fighters are the best thing about SS and are amazing but they also suck and have way too much micromanagement, which is perhaps a fitting description for the game in general :)
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 08, 2015, 07:26:20 PM
I really want the ability to mix and match fighters and drones. Being able to load destroyers with flak drones or PD drones or mining drones would be great.
I think making ship systems less of a viable option is not exactly good practice. :/ Sure, they're nice and pretty, but that kind of makes the Gemni's drones rather pointless when you can have them on everything.
Title: Re: Fighter as a Carrier's weapons
Post by: Vind on October 08, 2015, 07:35:09 PM
Great idea. At least with this system fighters can be captured with carrier as usual weapons.
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 08, 2015, 08:01:13 PM
I was just throwing that idea out there, I didn't put much thinking into it. :P


The issue I have is with carriers losing CR to replace fighters. It just doesn't feel right. Unless you guys have dropped that and moved on while I was away?
Title: Re: Fighter as a Carrier's weapons
Post by: Schwartz on October 08, 2015, 09:33:23 PM
This is a pretty cool idea and it'd feel good to have a more tightly-knit relationship between carriers and their fighters. But I'd miss the current versatility of fighter fleets too much. A compromise could be made. Have fighters remain as separate entities in fleets and require them to be assigned to carriers and decks (before a battle or in general). This configuration could stick, so you wouldn't have to do it every single time. You retain the flexibility of fighters in fleets as they currently are, being able to mix and match them at all times except during combat, and gain carriers with certain loadouts functioning as pre-determined spawn points for their wings, giving you the ability for fun tactical ploys and better positioning.
Title: Re: Fighter as a Carrier's weapons
Post by: Linnis on October 08, 2015, 10:30:43 PM
Good ideas, but we are still not sure how "industry" will workout. With perhaps ships and bases internal construction tie in with fighter production and management, also along with drone systems.

If we have bases to make ships, then the same systems can be carried over for carriers producing fighters. Then we can even have bases in our fleets as non mobile objects that launch enforcer wings.
Title: Re: Fighter as a Carrier's weapons
Post by: nomadic_leader on October 08, 2015, 10:58:19 PM
It is good you are thinking about this, and this suggestion has some good ideas. The current implementation is dissatisfying- it makes no sense lorewise, is unintuitive, and is an exploit.
Title: Re: Fighter as a Carrier's weapons
Post by: Unfolder on October 08, 2015, 11:11:17 PM
MAn I really like the idea of fighters/weapons being integrated. With a combination of some revisions you could actually control fighters via carrier attacks. Basically, a carrier would have a new set of orders, "fighter assault" or "fighter escort" or "bomber run" or "squadron assault"  which would direct fighter/bomber in ITS hanger toward a certain target, but the carrier could still move and engage its other weapons independently. Fighters would no longer have individual orders, they would simply automatically engage a target, and retreat once damaged enough for repair or out of ammo. Their CR would be based on carrier CR, which makes 100% sense since what degrades a fighter wing isn't the spare chasses but a carrier's ability to maintain and deploy those chasses. After all, logically, a fighter wing should have the same CR from beginning to end of battle, 4 are destroyed, then 4 more of the same caliber, then 4 more until there are none left, at which point CR drops from 90% to 0%. But it's NOT the fighters that degrade with each deploy, its the carriers, the deck is getting fouled with flux, the ammo loaders are overheating, safety corners are cut to make room for new fighters and to take in damaged fighters, crew trip trying to manage all this under fire, haha all of which results in fighters being damaged or unmaintained AS they launch

And the great thing is, you could design an AI for the fighters, all of them, that would work well and not require any orders. Basically at the beginning of the battle fighters would spew out and surrond their "mothership" the way drones do, but unlike drones they could be assigned to long range escort or attack, then automatically retreat when damaged enough, would regenerate and then be deployable again once they were fully assembled.

And it would also have the neat effect of destroying a wing immediately by killing its mothership. Once its gone, the figthers assigned to that carrier lose command and control and just randomly engage targets individually until destroyed. You could also add command and control bonuses for fighters operating within a carrier's "vision" range.

And it just makes sense all around, fighters really shouldn't be their own units. They're so cheap and flimsey, even the tanky ones. They're more like missiles with guns attached to them. It would clear out a lot of clutter from the battlespace interface. You could even add a lifesupport time limit where fighters must return to the ship every once in a while even when not engaging because their little hulls can't survive the vaccuum of space during sustained manuever. It would be a good nerf if you buffed them by allowing them to regenerate all at once, that is to say, once a wing has been destroyed/redocked.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 08, 2015, 11:33:18 PM
This is a pretty cool idea and it'd feel good to have a more tightly-knit relationship between carriers and their fighters. But I'd miss the current versatility of fighter fleets too much.
One thing I just thought of: say we equip our Heron with 2 Daggers and 2 Wasps, but we get into a fight where we don't want to deploy the wasps. Are those slots effectively wasted? There would still be two flight decks so I guess they would still be refitted faster.
I think the trick here is that you will have many more carriers in your fleet, forcing you to better match their fighter complements: you could have a couple of Geminis with pursuit fighters and a Heron loaded with bombers, and only deploy witch carriers you need for the job. Another solution is that, as you can see on my last mock-up, I tied the fighters to their carrier in the fleet widget, thus allowing you to deploy them or not. Lastly you could simply have them deployed all the time, but if you keep them in formation with their carrier: if they aren't taking any losses, they don't remove any CR from the carrier leaving the replacements available for the ones attacking.
Title: Re: Fighter as a Carrier's weapons
Post by: Serenitis on October 09, 2015, 12:53:05 AM
This is a nice idea.

I find the current implementation of fighters is a pretty decent deterrent from using fighters.
Costs are too high and there's too much micromanagement. I avoid the things because they are just such a pain to manage, even if they are amazingy cool.

I would very much like to see this.
Title: Re: Fighter as a Carrier's weapons
Post by: Adraius on October 09, 2015, 01:34:34 AM
I'd really like to see this as well.  I don't have have a whole lot to add, except that unless they are changed, fighters with carriers are going to become even more broken next patch: join battles with allied fleets, stay behind their meatshield ships, and launch waves of fighters with no risk.  With Nexerelin, you can even summon your own meatshield-fleets.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 09, 2015, 06:29:29 AM
-snip-
I like all of this - it's awesome.  You really do get a sense of the power of fighters when you see 4 wings swarming around it's base ship fly out at the same time to engage a target.  Really gives that swarm feeling that fighters are supposed to give.
Title: Re: Fighter as a Carrier's weapons
Post by: Megas on October 09, 2015, 07:13:30 AM
While the ideas have potential, there is one possible thing they can interfere with, if fighters need their carriers on the field - simply deploying fighters and not the carrier (and watch the battle on cam feed).  Back when I experimented with lone Odyssey plus lots of fighters (in post-0.6), I simply deployed only fighters in many fights because Odyssey was too expensive to deploy.  Also, the AI frequently deploys fighters without a carrier on the field.  Also, just deploying a wing of fighters to capture points while you pilot your big cruiser or battleship to destroy whatever you find, but leave the carrier off the field (because you only need it to make fighters immortal).

Flight deck is worth about six small slots.
Erm, what do you mean?  A figher wing is worth 6 small weapon slots, that kind of thing?
Yes.  Look at the weapon mounts a dedicated combat ship has compared to an equivalent-sized carrier.  The missing mounts are roughly six per flight deck.  Also think how many weapon mounts worth of weapons fighter wings have.

Fighters would need to be separate from OP or else players like me would select one wing of fighters and put the rest of the OP (i.e., leave additional decks empty) into making the carrier a stronger and/or more resilient combatant.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 09, 2015, 07:21:00 AM
While the ideas have potential, there is one possible thing they can interfere with, if fighters need their carriers on the field; that is, just simply deploying fighters and not the carrier (and watch the battle on cam feed).  Back when I experimented with lone Odyssey plus lots of fighters (in post-0.6), I simply deployed only fighters in many fights because Odyssey was too expensive to deploy.  Also, the AI frequently deploys fighters without a carrier on the field.
That's precisely the kind of exploits that proposition is supposed to prevent. Note that the carriers would have a cheap deployment cost (equivalent to a combat ship of the same power) that would raise only when rebuilding wings, but you'd need to deploy a lot of them to swarm an enemy ship however, thus balancing the cost.
Title: Re: Fighter as a Carrier's weapons
Post by: Clockwork Owl on October 09, 2015, 08:34:50 AM
Or leave the CR cost as is, and transfer that 'replacement chassis' thing to carriers, like 20 for Condor, 16 for Gemini? And more for proper(and larger) carriers. It should be tweaked to be independent of CR and cost extra supplies to replenish, though. Depending on the size, the cost for replacing varies - 1 for a Wasp, 2 for Talon, 3 for most fighters, and so on.

I strongly support the idea.
Title: Re: Fighter as a Carrier's weapons
Post by: Darloth on October 09, 2015, 08:56:18 AM
I came into this thread skeptical, but after reading all the posts and thinking about it I think I'd certainly like to try it this way.

I most agree with the statement that fighters are functional, but I think they're not quite as polished as much as everything else.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 09, 2015, 10:39:39 AM
MAn I really like the idea of fighters/weapons being integrated. With a combination of some revisions you could actually control fighters via carrier attacks. Basically, a carrier would have a new set of orders, "fighter assault" or "fighter escort" or "bomber run" or "squadron assault"  which would direct fighter/bomber in ITS hanger toward a certain target, but the carrier could still move and engage its other weapons independently. Fighters would no longer have individual orders, they would simply automatically engage a target, and retreat once damaged enough for repair or out of ammo. Their CR would be based on carrier CR, which makes 100% sense since what degrades a fighter wing isn't the spare chasses but a carrier's ability to maintain and deploy those chasses. After all, logically, a fighter wing should have the same CR from beginning to end of battle, 4 are destroyed, then 4 more of the same caliber, then 4 more until there are none left, at which point CR drops from 90% to 0%. But it's NOT the fighters that degrade with each deploy, its the carriers, the deck is getting fouled with flux, the ammo loaders are overheating, safety corners are cut to make room for new fighters and to take in damaged fighters, crew trip trying to manage all this under fire, haha all of which results in fighters being damaged or unmaintained AS they launch

And the great thing is, you could design an AI for the fighters, all of them, that would work well and not require any orders. Basically at the beginning of the battle fighters would spew out and surrond their "mothership" the way drones do, but unlike drones they could be assigned to long range escort or attack, then automatically retreat when damaged enough, would regenerate and then be deployable again once they were fully assembled.

And it would also have the neat effect of destroying a wing immediately by killing its mothership. Once its gone, the figthers assigned to that carrier lose command and control and just randomly engage targets individually until destroyed. You could also add command and control bonuses for fighters operating within a carrier's "vision" range.

And it just makes sense all around, fighters really shouldn't be their own units. They're so cheap and flimsey, even the tanky ones. They're more like missiles with guns attached to them. It would clear out a lot of clutter from the battlespace interface. You could even add a lifesupport time limit where fighters must return to the ship every once in a while even when not engaging because their little hulls can't survive the vaccuum of space during sustained manuever. It would be a good nerf if you buffed them by allowing them to regenerate all at once, that is to say, once a wing has been destroyed/redocked.

I disagree with this because I very much think that fighters should be there own units and have their own orders. I frequently give out lots of orders in my fighter heavy fleets. Try it out sometime, you can do absolutely amazing things with hit/run/concentration tactics or by assigning the "correct" fighter to its target (as long as you use "Defend" to pull ships back - until the AI update in the next patch (I hope) it is the only good way to get ships to actually disengage.)

Mainly I think its a difference in vision; I see fighters like from star wars, where they are fully independent, powerful space ships, rather than something like MOOII or Nexus, where they are truly tiny.
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 09, 2015, 11:20:21 AM
The first line of the Mercury-class shuttle says "One of the smallest ships in the sector equipped with an on-board hyperdrive actuator". The Mercury is significantly larger than any fighter. When combined with the very general WW2 IN SPACE theme, I feel we can safely conclude fighters are, in-lore, not capable of independent operations.

Mainly I think its a difference in vision; I see fighters like from star wars, where they are fully independent, powerful space ships, rather than something like MOOII or Nexus, where they are truly tiny.

Fighters in Star Wars are on both sides of the line. For example, X-Wings have hyperdrives while TIE Fighters don't. Fighters are pretty tiny in Star Wars, actually; smaller than modern fighter jets. I have no idea what the sizes of MOOII or Nexus fighters are.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 09, 2015, 11:24:21 AM
I think in Star Wars, only really the Rebel fighters had jump drives - but that was because of an intense lack of larger ships to transport the fighters the Rebel fleet had.  They pretty much had nothing in comparison to the massive Star Destroyers, which also served as massive fighter bases, so they had to equip fighters with jump drives in order for them to escape with the rest of the fleet.

In here, carriers are fairly common, and thus fighters don't really need jump drives.  Saves on space, and probably a lot of credits.
Title: Re: Fighter as a Carrier's weapons
Post by: Megas on October 09, 2015, 11:46:14 AM
Mercury was smaller when it used to be called "Shuttle" and had only two weapon mounts.

@ Tartiflette: I do not see what you call exploits as such (no more than not deploying civilians).  If I must deploy a carrier on the field just to use fighters, then fighters become glorified missiles.  I might as well call the two MIRV launchers on my Conquest flight decks that launch unmanned suicide drones.  Part of the reason to use fighters is safe, renewable assets without necessarily putting a carrier at risk.  I would probably stick with dedicated combat ships that can win combats more efficiently than carrier-and-fighters.
Title: Re: Fighter as a Carrier's weapons
Post by: Schwartz on October 09, 2015, 12:16:19 PM
I disagree with this because I very much think that fighters should be there own units and have their own orders. I frequently give out lots of orders in my fighter heavy fleets. Try it out sometime, you can do absolutely amazing things with hit/run/concentration tactics or by assigning the "correct" fighter to its target (as long as you use "Defend" to pull ships back - until the AI update in the next patch (I hope) it is the only good way to get ships to actually disengage.)

Mainly I think its a difference in vision; I see fighters like from star wars, where they are fully independent, powerful space ships, rather than something like MOOII or Nexus, where they are truly tiny.

Agreed. Battlefields are tiny - of course fighters should be free to roam it, otherwise they'd be seriously crippled. Turning them into 'carrier weapons' that just fly back and forth between the carrier and the target would be extremely limiting and boring.

Fighters *should not be restricted in any way* because they're fine as they are. Someone commented that they weren't worth it - I can only disagree. They're worth it and they're fun to use. To me, the cool part of the OPs suggestion was that carriers act as dedicated spawn points for particular, pre-selected wings. Everything else is once again taking something away.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 09, 2015, 12:19:38 PM
Whoops, let me clarify! By like star wars, I wasn't even thinking of the jump drives. I was thinking about how powerful individual fighters are - they have major impacts on the course of battles. A couple of X Wings can take down frigates, while a trio of B Wing bombers can take down a Star Destroyer. When fighters are that powerful, I want to be able to give them orders.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 09, 2015, 03:12:05 PM
Whoops, let me clarify! By like star wars, I wasn't even thinking of the jump drives. I was thinking about how powerful individual fighters are - they have major impacts on the course of battles. A couple of X Wings can take down frigates, while a trio of B Wing bombers can take down a Star Destroyer. When fighters are that powerful, I want to be able to give them orders.
Heh, Broadswords and Daggers seem that powerful in Starsector, so that's fine. :)

By the way, I don't see any problem with giving orders to fighters.  I think Tartflette has still kept that mechanic in - I see no reason to take it out, and I hope he shares the same viewpoint.  When I mentioned fighters prioritizing the carrier's target, I meant fighters without current orders from the player (obviously they'll prioritize the player's orders).
Title: Re: Fighter as a Carrier's weapons
Post by: Unfolder on October 09, 2015, 03:17:27 PM
While the ideas have potential, there is one possible thing they can interfere with, if fighters need their carriers on the field - simply deploying fighters and not the carrier (and watch the battle on cam feed).  Back when I experimented with lone Odyssey plus lots of fighters (in post-0.6), I simply deployed only fighters in many fights because Odyssey was too expensive to deploy.  Also, the AI frequently deploys fighters without a carrier on the field.  Also, just deploying a wing of fighters to capture points while you pilot your big cruiser or battleship to destroy whatever you find, but leave the carrier off the field (because you only need it to make fighters immortal).

While these tactics are fun and I use them it really doesn't make sense in terms of game "lore" which basically stipulates that frigates are the flimiest ships in terms of CR whearas capitals are the strongest. According to this logic fighters have terrible CR, basically it's a surface area to volume thing, the smaller the unit gets relative to its surface area the more flimsy its flux/life support system gets. Fighters NEED carriers or they die.

But w/e that's esoteric. But I would rather have carrier CR costs lowered then just cheese deploying a swarm of interceptors to chase down fleeing ships. Or maybe add a dedicated interceptor that is basically unarmed but extremely fast, the thunder on crack, that could rapid deploy from a carrier over and over again and be able to "lasso" many fleeing ships until frigates caught up. Or maybe CR penalties for deploying fighters without support? Dunno...

I disagree with this because I very much think that fighters should be there own units and have their own orders. I frequently give out lots of orders in my fighter heavy fleets. Try it out sometime, you can do absolutely amazing things with hit/run/concentration tactics or by assigning the "correct" fighter to its target (as long as you use "Defend" to pull ships back - until the AI update in the next patch (I hope) it is the only good way to get ships to actually disengage.)

Mainly I think its a difference in vision; I see fighters like from star wars, where they are fully independent, powerful space ships, rather than something like MOOII or Nexus, where they are truly tiny.

You could still have dedicated swarms moving rapidly from target to target with the carrier focused commands. Just rather than having to manage five wings you just have to click one unit, the carrier, to order the attack. You would have less flexibility since you couldn't "divide" the swarm to attack two targets simeltaneously (though you could still have a bomber attack button and fighter attack button division, or a squadron attack for all) but I would trade that flexibility for a more automated, innutitive retreat/repair/arm function of fighters. After the wing or wings are defeated/badly damaged/out of ammo/recalled they fall back and once they dock the carrier spits out a new wing/wings immediately, ready to deploy en masse again.

I know what you're talking about how fun it is to just have a bee swarm of 50 talons or diptheria absolutely wrecking everything just hopscotching from one ship to the next popping destroyers/frigates but honestly that crap only really works when you've already got the advantage. In sustained, even matched fleet level engagements fighters can really, really suck and just be terrible because A. there's so much going on you really don't want to micromanage 10 wings in addition of everything else, especially when B. overlapping long range anti-fighter screens will just OBLITERATE all but the tankiest flighters, which are so slow as to basically be microfrigates rather than unique tactically.

BUT THAT'S OKAY! That's the point, fighters, like missiles, are disposable chaffe weapons, they're SUPPOSED to die. If this is Star Wars they'd be Tie-fighters or droid ships, lel. Basically, under a carrier oriented rather than fighter oriented system, fighters would be granted the ability to "die well." They would go, engage the enemy and either win, be destroyed or recalled for rearm repair. In the case of total wipeout they would IMMEDIATELY respawn at carrier, at a hefty CR cost to the carrier relative to just rearm and repair, and immediately be able to re-enage EN MASSE, which is the only time they even stand a chance in dedicated fleet engagements. This contrasts strongly to the current system, where a glorious fighter fleet goes forth, immediately gets whelped by dual flak cannons or whatever modded anti-fighter horror (radioactive neodyniam shrapnel bomblets lel) and then spends the rest of the battle drip drab deploying out to be, you guessed it, whelped by the flak even more dramatically. I guess as individual units you can pull them aside to regen but that's crap, it takes too long, time is too critical, you've got all kinds of issues with whether or not some fighters are still engaged, some are limping back, some are regening from separate carriers, lame. If they don't make it back after like a minute or w/e (high end fighters get longer) they just self-destruct  The wing flies, dies, then flies again (at lower CR, CARRIER CR).

Another cool thing of joining carrier and fighter CR at the hip would be a versatility in how you want the CR spent. Does your astral have nine wings of high end superfighters that give incredible alpha but rapidly drain the carrier's CR (therefore the wings' CR) or do you have one wing of talon, spread across nine different launch bays, meaning that though the talon is very weak it can be deployed essentially without limit, basically, the same wing insta regenated 100 times in the same battle with very slow CR degrade SOOOO COOOL AAAAA
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 09, 2015, 03:51:46 PM
Well, I will disagree on fighters not being useful in evenly matched fleet battles - thats exactly where I use them! Except for the evenly matched part, as the player is usually heavily outnumbered to keep things fun. The fighters I use as frigate replacements, and in the same way I don't use them alone - they supplement destroyers and cruisers. I rarely run into long ranged anti-fighter screens (aka tac lasers); when they are around its a perfect time to move fighters to secondary targets and have destroyers kill the screens (which have given up firepower for anti-fighter weapons). To be honest in fleet battles fighters are much better than frigates in terms of surviving - they are small enough to dodge large weapon fire and have enough health that flaks take them out slowly (and fighters usually get away to repair if they have the cover of their wing mates). The only exception I've run into are Paragons with tac lasers, but they're freaking Paragons.

Ordering fighters can also go a long way beyond just the old ball O' death (though it is fun). Its more about managing the pace of combat - choosing when to have the fighters fly into the enemy, when to have them escort, and when to have the whole lot of them pull back to by the carriers in order to rebuild. Enemy ships just aren't fast enough to chase them, so you can dictate when they engage. Reinforcing a cruiser or destroyer with a well timed pair of fighter wings and watching it turn the tables is very fun for me :D.

It is micro yes, but in general I'm issuing orders to the whole action group of my fighters at once. My usual ratio is 5 fighter wings or 3 bomber wings per flight deck, which I can manage with low losses by pulling fighters back when they get hammered. Sometimes I screw up and a wing gets removed from combat, but I'm ok with that.

...
You could still have dedicated swarms moving rapidly from target to target with the carrier focused commands. Just rather than having to manage five wings you just have to click one unit, the carrier, to order the attack.
...
Quick question - are you aware of the action groups set by selecting multiple ships and control clicking? The groups last between battles and can be used for deployment as well. They aren't very well advertised, but they make controlling fighters even easier than clicking on the carrier would be - I just hit a number key then right click on a target.
Title: Re: Fighter as a Carrier's weapons
Post by: Aeson on October 09, 2015, 06:00:08 PM
As for the whole "fighters as weapons of carriers," I'm at best ambivalent. I don't like the part about replacing lost fighters degrades the carrier's combat readiness, nor do I like the idea that I'd lose the ability to give orders to individual flights of fighters (implied by the fact that they're to be treated as weapons rather than as separate entities). The whole requiring a carrier for long-distance travel thing with regards to game lore I don't care about; I personally feel that fighters are virtually unusable without a carrier in the fleet anyways, so I almost never have a fighter wing in my fleet if I don't also have at least one carrier; explicitly requiring that each fighter wing be associated with a given fighter wing doesn't change much for me other than preventing me from grabbing a nice fighter group when I see one and want to transition towards a more fighter-based fleet unless I already have or can acquire a carrier at that time, and as far as the long-distance travel thing goes, fighter racks, anyone? Strap the things onto the hull; sure, it's a bit inconvenient to service the fighters or get the fighter crews in or out of their fighters in a hurry, but it's probably doable; I think it's even mentioned in the old unofficial manual as an explanation for why a Hound had fighter capacity.

Regarding Star Wars fighters:
Spoiler
Whoops, let me clarify! By like star wars, I wasn't even thinking of the jump drives. I was thinking about how powerful individual fighters are - they have major impacts on the course of battles. A couple of X Wings can take down frigates, while a trio of B Wing bombers can take down a Star Destroyer. When fighters are that powerful, I want to be able to give them orders.
Sorry, but that bit of the EU is virtually unsupported by the movies. When we see large-scale space battles, what are the fighters doing? Engaging other fighters and occasionally harassing capital ships. Do they do any significant damage? Only by luck (Executor was only lost at Endor to that A-Wing because it crashed into the Death Star before the crew could regain control over the ship, and moreover only lost its bridge shields after taking the combined fire of the Rebel fleet and an unknown amount of fire preceding that order, and it still took at least 12 missiles to destroy the globe atop the tower despite this appearing to be a relatively soft target on the ship; the Trade Federation "battleship" at Naboo, which is really an armed freighter rather than a battleship and is used more like a carrier, is only lost because a kid loses control over a starfighter and flies into the open hangar bay, crash-landing more or less completely operational at the rear of the hangar bay after following a path around roughly a third of a circle, fires a torpedo and misses the intended target but instead hits something important that makes the ship blow up, after the movie clearly demonstrated that the Naboo fighters are otherwise incapable of harming the ship).

Beyond that, look at the Clone Wars in the prequel trilogy. The Republic fleet has a significant number of the closest thing to a dedicated carrier we see in the Star Destroyer line, the CIS fleet has a significant number of Trade Federation "battleships" which are really more like carrier, and at least one other large CIS ship class demonstrably has a sizable hangar (implying a large fighter complement). What lesson appears to have been drawn from this war, in which fighters should have played a prominent role? Battleships are better. The Republic's Venators are replaced by the Imperial Star Destroyers of the original trilogy and the Empire considers the starfighter to be at best a marginal threat. Revenge of the Sith shows us a major space battle where both sides at least theoretically brought significant fighter forces to the battle. Do we see any significant attacks by fighters on capital ships? No, we do not. We in fact hardly see any fighters engaging capital ships at all (granted, given the relative scale and the distance from the ships engaged, it's entirely possible that the fighters are there but virtually invisible, but the Battle of Endor, the other major space battle that we get to see in any significant detail, also lacks significant fighter attacks on capital ships and shows the fighters as being used at most in a harassment role against heavy ships while primarily engaging one another or the occasional light warship); the only example I saw in the videos available online was Anakin disabling the hangar shield. This despite both sides bringing a significant fighter force to the battle and at least one of the sides having a bomber-type fighter (ARC-170) available in reasonably large numbers (supposedly 36 per Venator according to Wookieepedia, assuming standard fighter complements, and there are at least dozens of Venators participating in the engagement, implying at least mid-hundreds of ARC-170s, supported by at least mid-thousands of Eta-2s and V-Wings to deal with the opposing fighter forces going by the listed standard fighter complement).

Small numbers of fighters being a credible threat to capital ships in the Star Wars setting is an invention of the Expanded Universe, brought about by people wanting to write stories which feature an iconic Star Wars warship (the Imperial Star Destroyer) while focusing on fighter aces and not wanting to have to involve any significant warships on the Rebel side.
[close]
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 09, 2015, 06:20:32 PM
@Aeson
In Star Wars, it might be different, but in real life, the aircraft carrier (and it's superseding variants of Super Carriers) have become the dominant naval force around the globe.  Battleships are virtually non-existant, and I'm pertty sure that none exist that are actually being used by a navy for possible combat.  It's just that fighters these days can pack so much firepower in a single missile or cannon that makes so powerful.  When humanity enters space (and inevitably starts fighting there), I doubt this order of battle will change very much.  But, that's not Star Wars, so yea. :)

The fighters taking up CR is a bit odd, I agree Dark and Aeson.  Maybe just keep the system with a set number of replacements.
Title: Re: Fighter as a Carrier's weapons
Post by: Histidine on October 09, 2015, 06:35:21 PM
If all wings attached to a carrier must have the same orders, what happens when I have both fighters and bombers on the same carrier but only want to use one type? Do I just deal with it and operate wastefully? Do I have to attach different fighter types to different carriers to have anything resembling optimal play? That is A) boring and B) hugely limiting, especially for larger carriers.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 09, 2015, 06:58:54 PM
If all wings attached to a carrier must have the same orders, what happens when I have both fighters and bombers on the same carrier but only want to use one type? Do I just deal with it and operate wastefully? Do I have to attach different fighter types to different carriers to have anything resembling optimal play? That is A) boring and B) hugely limiting, especially for larger carriers.
Just because they're attached to the carrier doesn't mean you can't give them orders - if you looked at the fleet screen mockup Tartflette had, it showed the fighters at still part of the visible fleet.
http://fractalsoftworks.com/forum/index.php?topic=9628.msg165642#msg165642
So I'm sure you could still give individual orders.  Maybe there would be a new command UI launch system for fighters on the tactical screen to compensate for when they're not deployed yet.
Title: Re: Fighter as a Carrier's weapons
Post by: Alex on October 09, 2015, 07:25:01 PM
I've got to say, those are some really high quality mockups.

I've been thinking about redoing it - eventually, not now! - along similar lines (which involved installing hullmods instead, but this feels better). But, as has been pointed out here, the system currently in place *works*, so ripping it out is pretty low priority, and some might say counter-productive at this point.

(I don't know about the carrier not costing anything to deploy, that seems problematic since some carriers are pretty decent combat ships, especially if they could be fielded in large numbers. Even something as simple as the Condor, it'd be weird if it was a cheaper way to get LRMs on the field than, say, a Vigilance. And then there's stuff like the Odyssey and the Venture.)

Well, something to think about, definitely.
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 09, 2015, 07:52:13 PM
Hey, our almighty overlord has dropped in to say something.  He likes it! :D

Yea, I noticed the quality of the mockups - was pretty surprised as well.

And something involving hullmods?  Let the rampant speculation of Alex's rampant speculation begin. 8)
Title: Re: Fighter as a Carrier's weapons
Post by: Aeson on October 09, 2015, 07:52:56 PM
In Star Wars, it might be different, but in real life, the aircraft carrier (and it's superseding variants of Super Carriers) have become the dominant naval force around the globe.  Battleships are virtually non-existant, and I'm pertty sure that none exist that are actually being used by a navy for possible combat.  It's just that fighters these days can pack so much firepower in a single missile or cannon that makes so powerful.  When humanity enters space (and inevitably starts fighting there), I doubt this order of battle will change very much.  But, that's not Star Wars, so yea.
Real-world carriers became dominant because they could deliver a comparable punch at much greater range than battleships. This is not an advantage that they retain; ship-launched missiles can deliver similarly powerful warheads at similarly great ranges to carrier-borne fighters. Carriers are no more guaranteed to be the dominant capital ship of the next major war than battleships were guaranteed to be the dominant capital ship of WWII when looking to the future from the interwar period.

Also, as far as real-world modern-day battleships go, the Russian Kirov-class battlecruisers may not be battleships in the traditional sense, being armed with missiles rather than guns and having thinner armor than the early 20th century battleships, but they are roughly a modern battleship might be expected to look like, and the Russian carriers to my understanding are more of a hybrid design halfway between a missile cruiser and a dedicated carrier than dedicated carriers like the USN carriers.

Furthermore, as long as we're talking about reality, the assumption that the dominance of naval aircraft carriers naturally implies the dominance of spacegoing carriers is flawed. Space is not the ocean; starfighters and starships operate under the same environmental constraints, whereas seagoing ships and aircraft do not. Real starfighters are more likely to be to space battleships what PT boats or MTBs are to battleships (or perhaps what fighter aircraft are to heavy bombers) than what fighter aircraft are to battleships, which would put spacefaring carriers into the same position as the MTB tender, and unless I'm mistaken the MTB tender has never been a dominant capital ship of any first-class naval power (granted, there have been proponents of the torpedo boat or similar vessels as the mainstay of the navy, but such has never really caught on with any of the dominant naval powers, nor have such navies typically successfully toppled a dominant naval power without first getting a battle fleet comparable to that of the dominant naval power they fought).
Title: Re: Fighter as a Carrier's weapons
Post by: Alex on October 09, 2015, 08:00:09 PM
Yea, I noticed the quality of the mockups - was pretty surprised as well.

I wasn't surprised :)
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 09, 2015, 08:03:31 PM
@Aeson
Fighters as a whole are not a threat to be set aside lightly, armed with a variety of missile - including anti-ship missiles.  Sure, they might not be as powerful as an anti-ship missile launched from a ship (fighter munitions generally have a smaller payload due to weight restrictions), but in a world where armor is pretty much nonexistant and protection relies mostly on shooting down the fighter or even the missile itself before it can strike, just one fighter-launched anti-ship missile can disable a full-sized cruiser.  A larger ship-launched one simply adds maybe a better chance to hit or slightly more survivability - but I'm certain that fighters will remain a dominant force.

@Alex
Right, forgot to take into account that it's Tartfiette makes these, lol.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 09, 2015, 08:26:44 PM
...

(I don't know about the carrier not costing anything to deploy, that seems problematic since some carriers are pretty decent combat ships, especially if they could be fielded in large numbers. Even something as simple as the Condor, it'd be weird if it was a cheaper way to get LRMs on the field than, say, a Vigilance. And then there's stuff like the Odyssey and the Venture.)

Well, something to think about, definitely.

Oh, I have an idea! How about we redo all the combat deployment costs to be by the weapons involved? I'm sure that will solve all problems without introducing any other issues. :D
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 09, 2015, 08:35:46 PM
When did anyone suggest the carrier not cost anything to deploy?
Title: Re: Fighter as a Carrier's weapons
Post by: Alex on October 09, 2015, 08:39:30 PM
I probably shouldn't have said "anything", but the OP does suggest carriers be cheap to deploy. Which should probably be taken to mean "cost as much to deploy as they would if they were the same ship sans flight decks", which would pretty much obviate my concerns.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 09, 2015, 11:20:08 PM
As for the whole "fighters as weapons of carriers," I'm at best ambivalent. I don't like the part about replacing lost fighters degrades the carrier's combat readiness, nor do I like the idea that I'd lose the ability to give orders to individual flights of fighters (implied by the fact that they're to be treated as weapons rather than as separate entities).
If all wings attached to a carrier must have the same orders, what happens when I have both fighters and bombers on the same carrier but only want to use one type? Do I just deal with it and operate wastefully? Do I have to attach different fighter types to different carriers to have anything resembling optimal play? That is A) boring and B) hugely limiting, especially for larger carriers.
I repeat, in battle the fighters would still behave as they do: you can deploy them or not and you can give them orders. The difference is that they can only be rebuilt and serviced by the carrier they are part of, and deployed if that ship is in the field. They are still independent entities, not drones! My reply about having them attacking the carrier's target is because it's how they currently behave in the game IF you assign them an escort order. (I'll edit the OP to precise that)

I've been thinking about redoing it - eventually, not now! - along similar lines (which involved installing hullmods instead, but this feels better). But, as has been pointed out here, the system currently in place *works*, so ripping it out is pretty low priority, and some might say counter-productive at this point.
My first draft was using hullmods too, but then they would have no cost and could be switched in hyper at will. And I completely agree that the current system works, I just felt that since you are probably wrapping up the 0.7a update, now is the best time to suggest things for the next one before you settle on its content!  ;D

I probably shouldn't have said "anything", but the OP does suggest carriers be cheap to deploy. Which should probably be taken to mean "cost as much to deploy as they would if they were the same ship sans flight decks", which would pretty much obviate my concerns.
Exactly my thinking.
[...]Note that the carriers would have a cheap deployment cost (equivalent to a combat ship of the same power) that would raise only when rebuilding wings, but you'd need to deploy a lot of them to swarm an enemy ship however, thus balancing the cost.

I wasn't surprised :)
Hehe, thanks ^^ I believe a good mock-up is the best way to sell an idea... And even more importantly the best way to eliminate the bad ones! Because even a great idea on paper can be an horror for the UI thus useless.
Title: Re: Fighter as a Carrier's weapons
Post by: Histidine on October 09, 2015, 11:27:45 PM
As for the whole "fighters as weapons of carriers," I'm at best ambivalent. I don't like the part about replacing lost fighters degrades the carrier's combat readiness, nor do I like the idea that I'd lose the ability to give orders to individual flights of fighters (implied by the fact that they're to be treated as weapons rather than as separate entities).
If all wings attached to a carrier must have the same orders, what happens when I have both fighters and bombers on the same carrier but only want to use one type? Do I just deal with it and operate wastefully? Do I have to attach different fighter types to different carriers to have anything resembling optimal play? That is A) boring and B) hugely limiting, especially for larger carriers.
I repeat, in battle the fighters would still behave as they do: you can deploy them or not and you can give them orders. The difference is that they can only be rebuilt and serviced by the carrier they are part of, and deployed if that ship is in the field. They are still independent entities, not drones! My reply about having them attacking the carrier's target is because it's how they currently behave in the game IF you assign them an escort order. (I'll edit the OP to precise that)
Yeah I know, was responding to Unfolder. (Sorry, should have disambiguated that...)
Title: Re: Fighter as a Carrier's weapons
Post by: Clockwork Owl on October 10, 2015, 02:59:21 AM
Furthermore, as long as we're talking about reality, the assumption that the dominance of naval aircraft carriers naturally implies the dominance of spacegoing carriers is flawed. Space is not the ocean; starfighters and starships operate under the same environmental constraints, whereas seagoing ships and aircraft do not. Real starfighters are more likely to be to space battleships what PT boats or MTBs are to battleships (or perhaps what fighter aircraft are to heavy bombers) than what fighter aircraft are to battleships, which would put spacefaring carriers into the same position as the MTB tender, and unless I'm mistaken the MTB tender has never been a dominant capital ship of any first-class naval power (granted, there have been proponents of the torpedo boat or similar vessels as the mainstay of the navy, but such has never really caught on with any of the dominant naval powers, nor have such navies typically successfully toppled a dominant naval power without first getting a battle fleet comparable to that of the dominant naval power they fought).
Yep, if we take realism into account, it is unlikely that the space fighters would be useful. Even we don't
assume a battle would span some light-seconds across.
Underwhelming firepower, extremely precise anti-fighter weapons(There's nothing to diffuse something like laser PD in space, and that's not something you can flare off), etc etc.

Disabling space battleship might involve a total destruction since the spaceship does not 'sink' - if you land a good torpedo hit and break it into two pieces, but one(or both) of the pieces have some life-support and power supply intact, it is still capable of combat. Might make some relatively(considering it is a battle) hilarious scenes.

But we're going off-topic here, so yeah.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 10, 2015, 04:04:05 AM
Or maybe it will be quite the opposite! There is no such thing as stealth in space, crew are squishy and take a awful lot of space, heat dissipation is a nightmare, so maybe ALL combat ships will be fighter sized drones: they would be expendable, cheap, and far more mass-produceable (I'm talking about a swarm of several thousands units here, for probably the same cost as a handful of crewed space-battleships).
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 10, 2015, 04:41:49 AM
Or maybe it will be quite the opposite! There is no such thing as stealth in space, crew are squishy and take a awful lot of space, heat dissipation is a nightmare, so maybe ALL combat ships will be fighter sized drones: they would be expendable, cheap, and far more mass-produceable (I'm talking about a swarm of several thousands units here, for probably the same cost as a handful of crewed space-battleships).


In his novel "Weapon Systems of the Twenty First Century or the Upside-Down Evolution" Stanislav Lem describes swarms of tiny insect-like drones (Synsects) that make all conventional weapon systems obsolete. A similar concept is explored in his "The Invincible". I find it pretty convincing.



 
Title: Re: Fighter as a Carrier's weapons
Post by: Clockwork Owl on October 10, 2015, 05:31:21 AM
Or maybe it will be quite the opposite! There is no such thing as stealth in space, crew are squishy and take a awful lot of space, heat dissipation is a nightmare, so maybe ALL combat ships will be fighter sized drones: they would be expendable, cheap, and far more mass-produceable (I'm talking about a swarm of several thousands units here, for probably the same cost as a handful of crewed space-battleships).
Nah make it several millions. Drones are never enough. XD

True, big spaceship will have heat dissipation problem and its radiator would be a giant weak point. Drone carriers? Maybe. Assuming the drones aren't big enough to mount a warp drive if we have it.
Title: Re: Fighter as a Carrier's weapons
Post by: Tartiflette on October 10, 2015, 05:51:39 AM
*Mandatory link to the Atomic Rockets (http://www.projectrho.com/public_html/rocket/prelimnotes.php) website for more information*
Title: Re: Fighter as a Carrier's weapons
Post by: Clockwork Owl on October 10, 2015, 07:26:26 AM
I've been there for my sci-fi story works. Really helpful.
Title: Re: Fighter as a Carrier's weapons
Post by: Sproginator on October 10, 2015, 09:50:13 AM
A fantastic suggestion!
Title: Re: Fighter as a Carrier's weapons
Post by: celestis on October 10, 2015, 12:17:48 PM
Talking about star wars, in RoTJ rebel command orders to keep enemy fighters away from capital ships. This means that they must have been a reasonable threat to them.
Title: Re: Fighter as a Carrier's weapons
Post by: xenoargh on October 10, 2015, 12:30:38 PM
We've brought this one up before and I'm still in favor of it; it'd get rid of a lot of the balance issues with fighters overall and make carriers coherent.  I actually had a working example of something like this in Vacuum (using a Large Missile slot) and it worked all right.

I'm not in favor of having three size slots; I think that would just make it more complicated without adding much gameplay value.  At best, it'd differentiate between Wing sizes spawned or the amount of respawns; neither thing would give enough benefit.

I think that carriers should have two stat-lines, though:

1.  A FighterBuildTime stat, float, nominal 1.0.  Higher means slower replacement of losses; lower means faster replacement of losses.  Reflects the engineering capabilities of the ship.  This would provide a much-needed differentiation between ships that are Escort Carriers (1.5-3.0; i.e., their first launch is their most important contribution to a battle), Light Carriers (at 1.0) which are mainline military vessels, and Fleet Carriers (0.5-0.75) that are designed to be the heart of a fleet's carrier component.  

This stat would use the formula fleet pts / num * FighterBuildTime * SomeConstant (probably 5.0 or so, nominal, should be moddable as a core constant) to determine how long a given fighter takes to build from a given Launcher.

2.  A FighterReplacements stat, integer.  This is the number of points of Fighters the Carrier can ultimately replace, with the results rounded up if necessary (i.e., if the next replacement up needs 3 points and you only have 1 left, let it get replaced and set to 0).

These two things get rid of the need for the # of replacements and speed of replacement per Wing, making the FP / num the determinant of how many replacements can ultimately be made and how quickly.



This means, among other things, that a Carrier mounting two Wings with wildly-different FP values, say like Talons and Tridents, might run out of FighterReplacements due to fast Talon losses, even though relatively-few Tridents have been built or lost.

This would be most sensible and in keeping with the lore concept; basically, the Carrier only had so much Stuff to use up, regardless of what it's ultimately used up for.

But it would also mean that slower-to-build and expensive fighters could be balanced rather nicely against their real effectiveness, whereas right now... to be really honest, I feel that the balance of fighters is all over the place and what they cost to deploy has very little to do with how effective they really are.
Title: Re: Fighter as a Carrier's weapons
Post by: Aeson on October 10, 2015, 01:23:45 PM
If we're going to keep discussing Star Wars fighters, perhaps we should get another thread. Regardless, in response to celestis:
Spoiler
Talking about star wars, in RoTJ rebel command orders to keep enemy fighters away from capital ships. This means that they must have been a reasonable threat to them.
The Rebel fleet contains a significant number of relatively light warships, at least judging from the size of the ships. It also contains at least a couple of ships which at least appear to be of the same class as the transports used during the evacuation of Hoth, suggesting that not all of the Rebel ships present at Endor would be frontline combatants if the Rebellion had the resources to field something else. I also note that we don't actually see any TIE Fighters, TIE Bombers, or TIE Interceptors firing on anything bigger than the Millenium Falcon in the entire battle sequence, despite the comment that there are "too many" Imperial fighters in the view of at least one Rebel fighter pilot, suggesting that at least some fighters should be available to make attacks against the large warships (nor, for that matter, do I recall seeing any TIE Bombers in the engagement, which from the name might be expected to be used against heavy ships, especially since they're clearly not designed for atmospheric use, despite there supposedly being something like a dozen of them per Star Destroyer and the TIE Fighter and TIE Interceptor armaments being exclusively fighter-grade laser cannons, as far as is demonstrated in the movies). The only dialogue indicative of attacks against large Rebel warships are that comment about drawing fire away from the cruisers and a later comment about fighters heading for the medical frigate; under the assumption that ship classes (destroyer, frigate, cruiser, etc) follow roughly modern naval patterns, a frigate is a rather light vessel and could therefore be expected to be relatively vulnerable to the light weapons carried by Imperial fighters.

Moreover, there are more reasons than just that the fighters pose a credible threat to the capital ships for why you might want the fire of the fighters to be drawn away from the cruisers. We know from the first Death Star run that fighters can at least disable some weapon emplacements and cause minor surface damage to (presumably armored) hull, and we know from the Endor battle sequence that fighters are capable of taking out what appear to be sensor domes (which are likely at best lightly armored; EU claims and a confusion of cause and effect have made the domes into Star Destroyer shield generators). Fighters have not demonstrated an ability to destroy capital ships in Star Wars (barring incredible luck), but they have demonstrated the ability to cause damage which might adversely affect a heavy ship's combat performance. We also know that at least the Rebel fighters are capable of concentrating their shields in a specific direction or setting them to a more even distribution of protection; if the capital ships are likewise able to concentrate their shields, there is an obvious reason to want the fighters to be dealt with - keeping them from strafing the cruisers allows the cruisers to concentrate their full shield strength in the direction of the enemy capital ships without needing to worry about suffering minor damage which poses no real threat to the ship but nevertheless adversely affects combat performance. Then there's the issue that even if fighter weapons are not nearly as potent as capital ship weapons, it's still energy that the shields have to deal with if the shields intercept the shots, and when you're already dealing with a collection of heavy warships which apparently outclasses your fleet ("we won't last long against those Star Destroyers") every little bit probably counts.
[close]

Quote
This means, among other things, that a Carrier mounting two Wings with wildly-different FP values, say like Talons and Tridents, might run out of FighterReplacements due to fast Talon losses, even though relatively-few Tridents have been built or lost.
I don't see why the replacement fighter pool for Talons should be shared with Tridents. They're very different fighters from very different eras; it's not terribly unlikely that these two fighter types share very few common parts, so if the carrier is assembling them (which is an explanation I've always found ridiculous, but whatever) you'd need to go to the even more silly extreme of assembling from raw materials rather than prefabricated parts in order to justify it. Running out of replacement crews, perhaps (though standard military practice would suggest that the crews for the Tridents and the pilots for the Talons are two different groups of people), but not replacement fighters.
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 10, 2015, 02:00:59 PM
My suggestion earlier was the same sort of fighter replacement pool, just divided between types before the battle started.
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 10, 2015, 02:55:01 PM
I'm not in favor of having three size slots; I think that would just make it more complicated without adding much gameplay value.  At best, it'd differentiate between Wing sizes spawned or the amount of respawns; neither thing would give enough benefit.


Wait, why not just go all the way with the weapon analogue: Fighter use the carrier's OP, and better Fighters use more OP. Than you'd have a  OP competition situation for each carrier, either you invest in having great fighters on it or you give the carrier itself more oomph. Fighter reproduction speeds would be a fighter specific stat as now, and maybe influenced by carrier hullmods.

I think having extra carrier stats would be an unnecessary complication and make it even harder for newbies to know what's going on.
Title: Re: Fighter as a Carrier's weapons
Post by: xenoargh on October 10, 2015, 02:57:31 PM
@Gothars:

I presumed that launchers would use OPs.  I'm just not sure that size classes would add much.  Single-fighter Wings?  IDK.

@Aeson:

Yes, it's silly, but the whole premise is fairly silly.  In the real world, if you have 50 fighters on board a carrier, you can launch all 50 in an emergency.  

Most of the time, you don't, of course; that costs too much money and it exhausts your aircrew and service crew and risks all kinds of disasters.  

But dealing with this issue in a way that's both half-plausible and balanced?  Kind of hard.

The best excuse we've got is that you can't fly more fighters than you have crew to control them from a distance.  So perhaps the issue is that you need some sort of FTL teleoperator rig, and transceiver is big and bulky and delicate.  So that's why a giant carrier like the Astral has such a small effective complement.  OK, that explains away that part in a reasonably-plausible way (and pilot deaths are, idk, "feedback trauma" or some Sci Fi chestnut like that).  

True drones don't work because of Heisenberg Resonance Fields from ship engines, that can instantly wipe out quantum AIs in small vessels (yes, I just made all of that up) which is why the missiles of SS are also pretty dumb; only a dumb missile with specially-shielded circuits can survive the modern battlefield.  Or something.  

This also hand-waves away why ships can only deploy X drones, too.

So fine; now we're just talking about fighters as ammunition and whether that makes for good / bad gameplay.  

I don't really have any fundamental problems with that; I think there are arguments both for / against.  I'd still like the ship stat-lines, though, because not all ships would be equal, in terms of how quickly they'd be able to deploy, and it's an important gameplay distinction that could add some real flavor, rather than the system of Decks, which is a little too simple for my tastes, because of how it affects power.  For example, if torpedo carrying fighters were heavy on FP costs, deploying them as a one-time launch from a Condor (an inefficient launcher example) might make more sense than using up the same launcher points on a Heron, where you're going to want to get more "space dominance" out of the chassis.  So there could be meaningful and interesting balance results from this :)
Title: Re: Fighter as a Carrier's weapons
Post by: CrashToDesktop on October 10, 2015, 03:04:23 PM
But dealing with this issue in a way that's both half-plausible and balanced?  Kind of hard.

The best excuse we've got is that you can't fly more fighters than you have crew to control them from a distance.  So perhaps the issue is that you need some sort of FTL teleoperator rig, and transceiver is big and bulky and delicate.  So that's why a giant carrier like the Astral has such a small effective complement.  OK, that explains away that part in a reasonably-plausible way (and pilot deaths are, idk, "feedback trauma" or some Sci Fi chestnut like that). 
I think a simple solution would be this - flight control.  With all of your fighters deployed and roaming about, the "control tower" (much like the control tower on an Earth-based carrier) cannot keep track of and direct all the fighter wings with any amount of efficiency.  They still have to be controlled by flight directors, as far as I can tell.  So the limiting factor is the "control tower" on the ship - larger control tower with better tech means you can direct more wings at once.  Seems reasonable.
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 10, 2015, 03:23:09 PM
@Gothars:
I presumed that launchers would use OPs.  I'm just not sure that size classes would add much.  Single-fighter Wings?  IDK.

Really? Cause, well, if equipping fighter wings simply costs between "quite some" and "a whole lot" of OPs, I don't see why we would need any other factors, be it different sized slots or any carrier numberwang :)
Title: Re: Fighter as a Carrier's weapons
Post by: Clockwork Owl on October 10, 2015, 04:03:17 PM
Regarding fighter replacement: Or, since it is weapon, make the replacement chassis 'ammo'. Fighter-specific and replaced per-battle.

I see some problem here, tho.
Title: Re: Fighter as a Carrier's weapons
Post by: Xeroshiva1029 on October 11, 2015, 07:47:09 PM
make added fighter wings increase crew cost of that ship by like 1/2 of what they currently cost.. ie talon wing wants 4 crew.. make the carrier need 2 more crew for equipping 1 wing..  carriers do carry the flight crews IRL.

assign fighters to carriers for resupply.. talon wing 1 reports to carrier A for resupply and wing 2 reports to carrier B since thats the home ports they launched from.
Title: Re: Fighter as a Carrier's weapons
Post by: Unfolder on October 12, 2015, 08:47:11 PM
in before change log

#fighters eliminated

(laffo)
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 12, 2015, 09:15:29 PM
in before change log

#fighters eliminated

(laffo)

lol
Title: Re: Fighter as a Carrier's weapons
Post by: Alex on October 12, 2015, 09:19:57 PM
That is an elegant solution - minimal dev effort and definitively takes care of all the issues. Fighters are responsible for a lot of the complexity in the code, too. Hmm.
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 12, 2015, 09:27:50 PM
That is an elegant solution - minimal dev effort and definitively takes care of all the issues. Fighters are responsible for a lot of the complexity in the code, too. Hmm.

Now you're going to find yourself thinking about it and actually considering it. ultralol :P
Title: Re: Fighter as a Carrier's weapons
Post by: Alex on October 12, 2015, 09:55:45 PM
(I should probably make it 100% clear that I was joking, before someone takes this seriously. Ahem.)
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 14, 2015, 01:44:01 AM
Another nice detail about this is that disabling EMP hits on flight decks could specifically knock out the reproduction of the associated wing. Without messing with all flight operations as it would now.

And of course that it would do away with the (functional, but very hard to keep track of) mechanism of fighter replacement/wing loss.
Title: Re: Fighter as a Carrier's weapons
Post by: xenoargh on October 14, 2015, 10:37:42 AM
That is an elegant solution - minimal dev effort and definitively takes care of all the issues. Fighters are responsible for a lot of the complexity in the code, too. Hmm.
We really should have started the thread closer to April 1.

I can see it now:

"Fighters eliminated, because I decided that guns that shoot bees were cooler.  Onslaught replaced with a clown car."
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 26, 2015, 12:33:53 PM
"Onslaught replaced with a clown car."

Shouldn't that be a bee hive? ;)




I've been thinking about this thread quite a bit, and I think I've come up with decent solutions for the particular problems of slots, controlling wings, and OP costs for fighter wings. I've folded drones into this because I think it makes sense.


Instead of using "flight decks" as the unit of wing slots, I will use "launch bays". Launch bays come in small, medium, and large and work like weapon slots (e.g. in regards to size). Drones are size small, most fighters are size medium, and bombers/big fighters are size large. So a small launch bay could house a drone wing, a medium launch bay could house a drone wing or fighter wing, and a large launch bay could house any kind of fighter/bomber wing, but not a drone wing.

For example, a Condor could have a large bay and two medium bays and a Gemini could have two medium bays and a small bay. This would make the Condor a more powerful and flexible carrier, but the Gemini would still be competitive and be a better drone carrier.


(I haven't put as much thought into this idea as the other two, so it might be a little rougher.) Wings of fighters, bombers, drones, etc. act like wings do now and controlling them would be done through the tactical interface exactly like now. The exception being wings launch from/recall to their carrier instead of burn in/retreat, and if recalled they can then be called out again. Basically the best of both drone and fighter control in one.

This part goes off on a tangent:
Spoiler
With sensor drones controllable in the tactical interface, I think we can eliminate sensor buoys, transferring their effect to the drones that can now be launched from many different ships. I think it obvious that the drones' bonus effect, in this case weapon damage, would have to be limited: both the radius from the drone and how far stacking from multiple drones can go. It's easy enough to expand that to navigation drones that replace nav buoys. Maybe have communication drones that produce command points? — I don't know.

This would make combat more dynamic, and I think more interesting and fun. It would also clean up the lore oddity that are buoys.
[close]



The final part of this post is how to determine the OP cost of fighter/drone wings. I have focused on the OP cost of a fighter's weapons as a starting point to balance around. This has come out surprisingly well.

First I ran all the fighters and drones through this formula: OP = (WeaponOP + 5 * X) / X [+ 2]

OP is the OP cost for the fighter/drone wing. WeaponOP is the OP cost of one fighter/drone's weapons in a wing. X is 1, 2, or 3 depending on whether I placed the wing as small, medium, or large: drones are small; most fighters are medium; bombers, the Xyphos, and the Gladius are large. The [+ 2] is for if the fighters/drones in the wing have a shield/phase cloak; I'll admit this is mainly to bump up Daggers.

Here is a full chart of vanilla fighters and drones and their results:
Spoiler
Code: java
OP    Fighter/Drone
10    Broadsword
8     Dagger
11    Gladius
11    Longbow
6     Mining Pod
7     Piranha
7     Talon
10    Thunder
13    Trident
10    Warthog
7     Wasp
15    Xyphos

7     Borer
8     PD (mg)
10    PD (laser)
11    Assault (not used anywhere currently afaik)
20    Terminator
11    Sensor
[close]

This formula, however, is just to get baselines. The result would then be adjusted to reflect the wing's actual value in combat.

As an aside, I don't think the Terminator fits with the rest of the fighters/drones and should stay as only a ship system.


I know this doesn't cover many aspects of fighter wings, but I think it's a solid base that we could work from.

Spoiler
I apologize for shifting tenses and stuff everywhere. :P
[close]
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 26, 2015, 01:11:48 PM
Mh, I think drones work really well as systems, what would be the benefit of rolling them into fighter mechanics?


The proposed OP costs seem a bit cheap to me, but that's going too far into details anyway.
Title: Re: Fighter as a Carrier's weapons
Post by: Clockwork Owl on October 26, 2015, 02:49:00 PM
IMO drones are fine as-is... And I don't want to see Terminator drones swarming out of an Astral, too. :P
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 26, 2015, 06:49:09 PM
I agree that drones work fine right now as ship systems, however, they do take up the ship system. So if fighters get reworked, why not pull drones into the same system while we're at it?

I mean, would it not be awesome to see an Astral with, for example, a Fortress Shield cruise into the middle of a battle, then toggle the shield to unleash hordes of lasers, missiles, fighters, bombers, and drones?


In regards to Ordnance Points, I accidentally'd my main point: internally consistent OP costs can be determined based on the weapons a fighter, bomber, or drone carries. I'm sure my numbers are far from perfect, but the formula placed the various fighters in a mostly logical order of effectiveness.

As Alex has pointed out, energy weapons usually don't compete with ballistics for weapon slots or even ship OPs, so they don't necessarily have to have the same OP cost to effectiveness ratios. Weapons and fighters/drones would be similar: fighters/drones would have their own rules for determining what has what OP cost that wouldn't necessarily have much to do with slot size.
Title: Re: Fighter as a Carrier's weapons
Post by: Wyvern on October 27, 2015, 01:47:28 PM
And I don't want to see Terminator drones swarming out of an Astral, too.
I do!  That sounds awesome!
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 27, 2015, 02:12:22 PM
I made a capital grade drone carrier that used two dozen terminator drones when the system first came out - its really cool to see, but the AI at the time couldn't handle it. After the update though...
Title: Re: Fighter as a Carrier's weapons
Post by: Ranakastrasz on October 28, 2015, 10:38:17 AM
Phase shifting anything is a pain, fighters more than most. Lower duration, sure, but you can only kill them actively when they play defensive if you threaten them until they overload. At which point you might get to kill them, or they might vent fast enough for a second round.

----
I agree that fighters should be carrier weapons.
Title: Re: Fighter as a Carrier's weapons
Post by: Clockwork Owl on October 29, 2015, 09:10:17 AM
And I don't want to see Terminator drones swarming out of an Astral, too.
I do!  That sounds awesome!
Honestly I do, too, but the balance reason... I mean... the most practical way to destroy a Terminator drone is destroying its mothership...you know...
Title: Re: Fighter as a Carrier's weapons
Post by: Ranakastrasz on October 30, 2015, 10:57:35 AM
Ah, well, If flighers are carrier's weapons, I can think of two ideas.

First, if a carrier dies, all the fighters die with it. If it retreats, same deal.

Or

Fighters don't last long without a carrier. With a carrier, they have to dock to replenish their CR, going back to 100% (or matching the carrier, w.e)
They probably get at most 2 minutes of time for the hardiest, at most 1 minute for really high tech ones. Then they start to degrade and will consider going to the carrier. If a fighter is near it's host carrier, Combat readiness doesn't degrade/degrades slower.
If the carrier dies, all it's fighters immediately start to degrade, and at 2-3x the normal rate. Once they drop to 0%, they self destruct.
----
First case, If you kill the carrier, the fighters die. It also cannot retreat and leave it's fighters.

Second case, similar, but delayed. The fighters will rapidly start to lose effectiveness and eventually explode. The carrier may also need to be closer to the front lines to keep topping the fighters up as they expend ammo and CR.

Drones, like the terminator drone, would only have that 60 seconds, or possibly 20-30 seconds. Hence, it has to stay near the carrier, otherwise it will rapidly fall apart. Without the carrier, same deal. Some of the lower tech but sturdier fighters might get 2-3 minutes, but it is unlikely.
Title: Re: Fighter as a Carrier's weapons
Post by: Thaago on October 30, 2015, 11:54:21 AM
Ah, well, If flighers are carrier's weapons, I can think of two ideas.

First, if a carrier dies, all the fighters die with it. If it retreats, same deal.

Or

Fighters don't last long without a carrier. With a carrier, they have to dock to replenish their CR, going back to 100% (or matching the carrier, w.e)
They probably get at most 2 minutes of time for the hardiest, at most 1 minute for really high tech ones. Then they start to degrade and will consider going to the carrier. If a fighter is near it's host carrier, Combat readiness doesn't degrade/degrades slower.
If the carrier dies, all it's fighters immediately start to degrade, and at 2-3x the normal rate. Once they drop to 0%, they self destruct.
----
First case, If you kill the carrier, the fighters die. It also cannot retreat and leave it's fighters.

Second case, similar, but delayed. The fighters will rapidly start to lose effectiveness and eventually explode. The carrier may also need to be closer to the front lines to keep topping the fighters up as they expend ammo and CR.

Drones, like the terminator drone, would only have that 60 seconds, or possibly 20-30 seconds. Hence, it has to stay near the carrier, otherwise it will rapidly fall apart. Without the carrier, same deal. Some of the lower tech but sturdier fighters might get 2-3 minutes, but it is unlikely.

I don't like this, to be honest - whats the benefit? If a carrier dies it cannot repair/refit its fighters - they'll get destroyed soon enough. Or they could retreat and be picked up as cargo by the rest of the fleet afterwards.
Title: Re: Fighter as a Carrier's weapons
Post by: Aeson on October 30, 2015, 12:33:46 PM
The fighter system that we have right now is not broken and works reasonably well. Why exactly are we trying to 'fix' it?
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 30, 2015, 12:41:16 PM
Peak performance for fighters is interesting. Off-hand I wonder whether the added complexity is worth it, but I would have to think on it to get a proper view of its pros and cons.
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 30, 2015, 12:53:53 PM
If a carrier dies it cannot repair/refit its fighters - they'll get destroyed soon enough. Or they could retreat and be picked up as cargo by the rest of the fleet afterwards.

Right, just like weapons. I like that this would making the loss of a carrier harsher than it is now, losing e.g. most of your carriers but none of your fighters as can happen now seems a bit implausible.


The fighter system that we have right now is not broken and works reasonably well. Why exactly are we trying to 'fix' it?

It's fun :)  I'd say it's more of a "how could this be further improved" than "this is broken and has to be fixed".

Tartiflette listed some downsides of the current system in the OP, further points are the lack of transparency concerning the survivability of your fighters and no scaleability of a carrier's fighter support ability, relative to its direct combat ability.





 
Title: Re: Fighter as a Carrier's weapons
Post by: Megas on October 30, 2015, 01:20:10 PM
It may be a good idea to review this post from December 2010 (http://fractalsoftworks.com/2010/12/13/spotlight-fighters-part-1/).

If the ideas from that old post remain relevant, then fighters should remain able to be used (deployed) without the carrier on the field.
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 30, 2015, 02:37:17 PM
Quote from: fighter blogpost
Early in development, fighters were launched from carriers (being weapons, in a sense), but it became clear this limited fighters to being used only in battles that directly involved carriers, and that just wouldn’t do.

Well, seems as if we have come full circle ;D

I don't think there are good arguments for keeping fighters independent from carriers, though. Even now the barely are, you can use them without, but it just doesn't make economical sense. That old statement seems no longer relevant.
Title: Re: Fighter as a Carrier's weapons
Post by: Megas on October 30, 2015, 03:29:40 PM
Before 0.6, if the whole wing was destroyed, the wing was gone.  In 0.6+, fighters are immortal as long as we have a carrier in the fleet.

I agree fighters are not very usable without a carrier in the fleet.  However, if a carrier is in the fleet, fighters are usable even if the carrier is not on the field.  I sometimes deploy a wing of fighters to capture points while I pilot my super flagship (with no flight deck) to solo the entire enemy fleet.

Turning fighters into weapons mountable only on flight decks is elegant unless we want to use fighters without carriers on the field.  If we can deploy fighters and not the carrier, while making fighters a carrier weapon, that would be good.

Currently, power (and speed) creep to bigger ships have left fighters useful only for their immortality.  Even then, they are slow to repair and eat a lot.
Title: Re: Fighter as a Carrier's weapons
Post by: Gothars on October 30, 2015, 03:42:15 PM
Looking at the sleek deployment UI Tartiflette drew up, I don't think there would be any (ui) problem deploying wings without their carrier.
Actually, here's something cool: you could deploy a carrier but keep the wings in the hangar. Then, when the right opportunity has come, deploy the wing from the position of the carrier. That could be great for organizing surprise bomber strikes or keeping a security wing with a carrier.
Title: Re: Fighter as a Carrier's weapons
Post by: SafariJohn on October 30, 2015, 04:13:05 PM
I mentioned in my suggestion launching and recalling wings replacing deploying and retreating. So you'd pick them on the deployment screen and instead of burning in they'd launch from their carrier. Instead of retreating they'd return to their carrier and reappear on the deployment screen. If you select them without first deploying their carrier it auto-selects the carrier too; the carrier burns in then they launch.
Title: Re: Fighter as a Carrier's weapons
Post by: Ranakastrasz on October 30, 2015, 05:47:47 PM
I don't like this, to be honest - whats the benefit? If a carrier dies it cannot repair/refit its fighters - they'll get destroyed soon enough. Or they could retreat and be picked up as cargo by the rest of the fleet afterwards.
Realism/lore wise, It would be something along the lines of the Fighters being remotely controled.
Balance or whatever wise it would make fighters somewhat similar to drones,

As for "Will be destroyed soon enough" this is partly a reply to the thing about terminator drones, for which the best way currently to deal with them is to kill the host ship. As noted, drone type fighters would have very low CR, so would decay fast without a carrier or far away from the carrier, while "Normal" meaning the current fighters, would last a lot longer.

Allowing them to be picked up as cargo. Well, Lore wise (As it is now, and hence not a good reason/excuse) is that the carrier had the onboard blueprint plugged into the autofactory. The excessive DRM locks mean that you have that one blueprint, which may be lost with the Carrier. Even if the fighters retreated, it wouldn't help much. Repairs might be possible, but even with another carrier, they would be unable to be rebuilt if destroyed.
Title: Re: Fighter as a Carrier's weapons
Post by: Unfolder on October 30, 2015, 10:19:33 PM
I just wish fighters behaved more like they do "in real life" naval engagements, particularly WW2 naval engagements (the one and only sustained carrier warfare historically) Right now, fighters are basically just tiny somewhat fast tanky/dodgy frigates. It's okay I guess, but it's kinda boring.  

1. Fighters could be faster, twice as fast, at least in terms of "fast traveling" from one side of the battlefield to the other, they slow down once they engage their opponent for "maneuver." Or you could have very fast fighters, like the thunder, that don't slow down but "strafe" their opponent while just flying straight through their AA defense, then circling round to strafe again, maybe hitting the enemies rear before it has a chance to pivot. Maybe these fighters have a chance to hit "behind" shields, kind of like the Exigency cannons from mods. This would be the equivalent of the fighters attacking in three dimensiosn rather than two, basically being able to strike at the inefficient "poles" of the shield

2. Fighters could ignore zone of control behavior and just fly straight through enemy formations with no regard for self peservation, would be particularly useful for suicide bombing capital ships with a few wings of torpedo bombers, particularly enemy carriers.

3. Fighters could be regenerated in batches, rather than one at a time, to maximize their effectiveness and minimize the AI weirdness trying to "average together" fighter wings on opposite sides of the map. After a minute or whatever, the fighters return (or failing to return, die) the new batch is released immediately with CR penalties based on how many made it back.

4. Fighters in general more weakly armored and armed, but faster and in aggregate more quick to regenerate. Rather than being a concrete unit fighters would behave more as    
an "area effect" that continuously harasses their target. OR, for torpedo bombers, you could have them still be tanky and slow, but they attack in a giant wing, like of six to ten, that is the equivalent of an all or nothing gamble of the carriers resources to destroy the other enemies capital ship, used once it is engaged. This "weapon" can only be used once per battle or maybe once every five minutes in sustained engagements. This is definitely how torpedo bombers were used "in real life" - 2-4 or even 6-8 were pretty useless since half would miss and the other half would get flaked to death. But 20! Or 200! One will get through and win the whole battle.

5. The fact that fighters have their own CR is weird and I imagine a gigantic programming headache. Just make it derivative of carrier CR. Of all my suggestions I'm pretty sure this one will be in the final version.  ;D
Title: Re: Fighter as a Carrier's weapons
Post by: Ranakastrasz on October 31, 2015, 12:32:00 PM
I just wish fighters behaved more like they do "in real life" naval engagements, particularly WW2 naval engagements (the one and only sustained carrier warfare historically) Right now, fighters are basically just tiny somewhat fast tanky/dodgy frigates. It's okay I guess, but it's kinda boring.  
I agree. Admittedly, they are more dodgy frigates than tanky, seeing even fragmentation damage is able to deal with them without too much issue.
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1. Fighters could be faster, twice as fast, at least in terms of "fast traveling" from one side of the battlefield to the other, they slow down once they engage their opponent for "maneuver." Or you could have very fast fighters, like the thunder, that don't slow down but "strafe" their opponent while just flying straight through their AA defense, then circling round to strafe again, maybe hitting the enemies rear before it has a chance to pivot. Maybe these fighters have a chance to hit "behind" shields, kind of like the Exigency cannons from mods. This would be the equivalent of the fighters attacking in three dimensiosn rather than two, basically being able to strike at the inefficient "poles" of the shield
It should be possible to alter fighters to get a higher boost from zero-flux. The skill that gives the player's ship the zero-flux bonus at 10% (or something) and +25 speed, could be set to apply to fighters. Might require a skill for that to work, but might be possible as innate. Not really sure how it is implemented.

Fighters as is are extremely slow, at least compared to what you would expect. I would think fighters should be pretty much impossible to outrun without a frigate with significant speed mods, and even then only if that frigate is built for speed innately as well.

Strafing behavior would be an AI adjustment more than an actual alteration to fighters. That one would sort of require fighters with turreted weapons (I don't actually know if any currently have them) and enough speed for it to help.

Ability for any weapon to ignore shields could cause balance issues.
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2. Fighters could ignore zone of control behavior and just fly straight through enemy formations with no regard for self peservation, would be particularly useful for suicide bombing capital ships with a few wings of torpedo bombers, particularly enemy carriers.
Thats another AI suggestion, admittedly. It depends on whether or not the fighters are cheaply replaceable, which, admittedly, they currently are and would still be with the general proposed changes in this thread.
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3. Fighters could be regenerated in batches, rather than one at a time, to maximize their effectiveness and minimize the AI weirdness trying to "average together" fighter wings on opposite sides of the map. After a minute or whatever, the fighters return (or failing to return, die) the new batch is released immediately with CR penalties based on how many made it back.
You mean, they all dock together to repair and rearm, and all fighters in a wing can fit into a single deck. Then, they all launch after they finish at the same time (plus a short delay, .5 sec or so for dramatics/whatever)

And, if they don't make it back, or are too far away/enemies are in the way they explode and get rebuilt, possibly with a CR penalty.

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4. Fighters in general more weakly armored and armed, but faster and in aggregate more quick to regenerate. Rather than being a concrete unit fighters would behave more as    
an "area effect" that continuously harasses their target. OR, for torpedo bombers, you could have them still be tanky and slow, but they attack in a giant wing, like of six to ten, that is the equivalent of an all or nothing gamble of the carriers resources to destroy the other enemies capital ship, used once it is engaged. This "weapon" can only be used once per battle or maybe once every five minutes in sustained engagements. This is definitely how torpedo bombers were used "in real life" - 2-4 or even 6-8 were pretty useless since half would miss and the other half would get flaked to death. But 20! Or 200! One will get through and win the whole battle.
Making them less durable but faster/more manuverable would make beam weapons more effective and projectiles less effective, Hence forcing some rebalance.

As for the massed attack, well, that kind of thing would be possible to do if we had better control over AI ships. The current command system leaves a lot to be desired, which goes with the impressive but still weak AI.
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5. The fact that fighters have their own CR is weird and I imagine a gigantic programming headache. Just make it derivative of carrier CR. Of all my suggestions I'm pretty sure this one will be in the final version.  ;D
Well, the main thing is that all manifested ships, including fighters have a CR. I have no idea if fighter wings share the CR or not, but they probably do.

The CR I was talking about earlier was the whole "120 seconds until CR starts degrading" which after it runs out of time it starts to use CR, and loses effectiveness. But, once it docks with the carrier, it pretty much goes back to the original state, possibly costing the Carrier some CR, or whatever price is associated with launching fighters.
Title: Re: Fighter as a Carrier's weapons
Post by: Megas on October 31, 2015, 01:09:47 PM
Fighters lost a lot of speed ever since zero-flux speed bonus was taken away from them recently.

Earlier today, my Eagle flagship chased down a lone Broadsword fighter nearby and fried it with a Phase Lance.