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Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 28, 2017, 07:58:11 PM »Hmm. I think for carriers, a right-click on empty space ("rally task force") would more or less do the job - they may choose from a lot of targets, but they will tend to choose targets already under attack, which in most cases is going to be what you want anyway.
Maybe. Maybe not. Generally not given how I play, but I understand that's not the case for everyone.
I use[d] carriers as a force multiplier/rapid reaction force, not just part of the brawling mass. Previously I could split my forces to capture seperate points or scout out the enemy fleet and then rapidly reinforce where appropriate with fighters/bombers to let the forward element punch above their weight. Now I don't get to choose where those reinforcements go if multiple engagements are occurring. Similarly I may want to harry something in the backline (carrier/sniper/retreating ship/whatever) when my line ships are not in a position to engage; can't do that anymore without losing control of the position of the carrier, which has an unfortunate tendency of putting itself in some pretty dangerous scenarios. Hell, maybe I want the carrier in direct combat in one fight while the fighters are assisting in another fight so that I can get flanks or flux pressure in both fights. The flexibility of deployment is always what made carriers so special in my mind.
Being able to set at minimum both a carrier position and separate target are important for that flexibility.
Being able to set the vector with a fighter rally command was what gave me the feeling of being a fleet commander with a battle plan, but there's always been an abstraction of command ability in this game that I've appreciated and I could accept losing that fine level of control. Carriers without deployment flexibility just feel like super LRM boats to me though