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Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: September 26, 2024, 06:31:35 AM »
Just wanted to wish you all the best Meso <3
Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
[...]When I'll get time, I'll prolly make VA+ with super-fighters. Idea of VA fighters was to give the vanilla fighter pilot experience, and modular variant is just the same frame bastardised to make it modular. Just AN option, not THE option. AA superfighters are bit too powerful in my opinion, so VA+ will likely feature fighters that are better than vanilla, but weaker than AA superfighters.
I just wish the modular vanilla fighters were, well, better. None of them get the upgrades to OP and hull (or built-in improvised shields) that the normal AA "super" fighters like Xyphos Type-2 and Broadsword Silvia get, so I end up finding very little reason to use them over the base AA fighters if i have access to them at all. It'd be nice for the modular fighter variants to be changed to upgraded fighters along the lines of the two I mentioned earlier that get the same 30 OP and hull/maneuverability/etc adjusted in proportion to their counterparts. to illustrate what i mean: base Broadsword has 750 hull, 100 armor, 200 speed with 80 flux cap and 10 dissipation, while base Gladius has 500/75/300 with 200 cap and 50 dissipation. Broadsword Silvia has 700/100/192 with 1000 base flux cap, 50 dissipation, and 30 OP plus built-in improvised shields, while Gladius(mod) has identical stats to Gladius with 25 OP. You can see a similar situation between Xyphos(mod) and the AA Xyphos (I really should have made a spreadsheet). The gulf is rather dramatic, to say the least, which is a real shame because I'd love to be able to exploit modular fighters with more interesting niches than the relatively bland Xyphos and Broadsword without feeling like I'm just throwing the slot away by not using a super-fighter. Thunders in particular come to mind, because xyphos and broadsword are both slooooooow.
Though those submod fighters aren't quite the same as they're as weak as regular fighters just pilotable unlike your AA fighters which have better stats and unique loadouts.
The last thing im debating is nerfing docking in some way - mostly, I think its a little cheesy to be able to endlessly repair to 100% [...] so im probably going to think of the best approach to alter that without forcing submods to have to follow if they don't want toIt'd be really nice to have a tag, similar to strikeCraft_medium and strikeCraft_large. Additionally, methinks that it'd be quite a nerf and also it would make sense if strikecraft could not land on carriers that only have launch bays with built-in wings (since usually those are either described to be hardwired to certain LPC or just utility dronebays that probably aren't suited for refitting manned strikecraft).