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Messages - Morbo513

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301
Suggestions / Re: AI-controlled omni-shields
« on: June 26, 2016, 07:38:05 PM »
This has been suggested before many times and it is basically no. Hell, even LOCKING shields is out.
Alex post from the frequently suggested suggestions Thread:
http://fractalsoftworks.com/forum/index.php?topic=2383.msg31090#msg31090
Yeah, I've read that post. It addresses shield locking, not AI-controlled shields. Same issue, different solution. Setting all weapons groups to autofire was something I hadn't considered, but autofire is rescinded when you have that weapon group selected. There's a further problem with this in that if you have fixed-forward weapons, aiming by steering is much more awkward than steering by mouse, and by steering with the mouse you're also keeping the shield oriented forwards.

302
Suggestions / AI-controlled omni-shields
« on: June 26, 2016, 12:01:24 PM »
This'll be my shortest post yet! I find omni-shields difficult to use; Unlike the AI, we're unable to orient the shield in a different direction to the one in which we're pointing our guns. Having a control to hand off... control of the shield's orientation to the AI would be a godsend. It could also be a hullmod but I'm torn on that idea.

303
Suggestions / Re: Battle joining range
« on: June 26, 2016, 11:55:06 AM »
There could just be an additional radius around each fleet indicating that range. If the radii intersect the fleet radius, they can join one another.

Really like the suggestion of having friendly fleets being able to join a battle in progress. There should be an indication of whether they're going to do so though.

304
Suggestions / Re: Small suggestions
« on: June 26, 2016, 11:45:26 AM »
Agreed on all except the changes to hyperspace nebulae - Navigating them is pretty easy if you're not chasing or being chased - you'll often be through them by the time they storm up, and as long as you're not accelerating time you'll be able to react to them doing so before you hit them. There's usually a "warm-up" period where it begins to glow bright, but there's no storm. Flying through one during this period (Depending on how early you hit it and your burn speed) is a good way to lose a tailing fleet.
However as you said, AI pathfinding is an issue here. Not really sure how it works exactly, but a nebula cloud that's about to storm up should have a big "don't fly through here" sign for AI.

305
Is there a way to increase the rate at which a station/planet's shipyard will refresh its inventory? If I'm using SS+, Nexerelin and Dynasector, which of these if any will I need to make the change to?

306
Oh cool, I wasn't aware, though as far as I've experienced they can't be damaged by enemy fire. Still torn on it balance wise; When everything else is failing, the shield is usually the last thing that can help you survive, and having that subject to weapons fire might make such situations too punishing.

307
Suggestions / Re: Formations
« on: June 26, 2016, 11:14:20 AM »
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how are you supposed to react if you start to become encircled?

a circle is a line tooo

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http://www.globalsecurity.org/military/library/policy/army/fm/17-15/chp1_003.gif
http://www-personal.umich.edu/~copyrght/image/books/Spatial%20Synthesis2/Spatial%20Analysis%20of%20Military%20Vehicle%20Maneuver%20in%20Tactical%20Situation%20on%20ArcView_files/p7073.gif
http://www.globalsecurity.org/military/library/policy/army/fm/71-1/3-04.gif
http://cdn-frm-xbox.wargaming.net/wotx/xbox/uploads/monthly_04_2016/post-129750-0-49145500-1459821527.png

every example of formations you've given can be described with lines, not a single one of them has 'depth' exactly because the tanks need shooting space to be effective.

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A pincer is a maneuver and more often a strategic one at that, not a formation.
in that case i would like to rephrase and state i would love to see a game where u can implement maneuvers.

I'm torn as to whether I should bother dignifying this with a response. Since I've already started typing I might as well.
You see a """"line""" that dynamically bend based on criteria as an ideal solution*. If each of those formations can be described as a line, there's your implementation. So essentially you're supporting the same thing. Could do with a rephrasing of that second paragraph cause it doesn't make a right lot of sense to me.
As for maneuvers, yes. The games I mentioned allow you to perform maneuvers by giving your units orders. The elements that maneuver are in formations.


Now that I think about it, don't drones and fighter wings already stay in formations?

308
Another (relatively) short one: Communications, sensors and certain hullmods which add functionality (Eg. Dedicated targeting core) would be subject to malfunctions and disability in the same way as engines and weapons.
If communications are disabled, no orders can be given to that ship until they're back online - furthermore, any ship that can only be "seen" by one with disabled comms would not be shared with the rest of the team (ie player). If the player's ship's comms are disabled, it would prevent giving orders to any other ship.

When sensors are disabled, the afflicted ship is unable to target enemy ships, nor can it reveal enemies on the command map, ie use its sensors.

Shields is an iffy one, potentially messing with game balance a bit too much. It'd probably have to have an extremely low chance of being disabled, or repaired relatively quick.

Ship systems (ie phase skimmer/cloak, accelerated ammo feeder etc) is equally iffy, and would probably require delicate balancing for each.

As for hull mods, it's hard to list which ones would really fit with this. DTC/ITU, Advanced Optics, ECCM are the only ones I think would be logical.

All this would go towards making EMP weapons much more dangerous, mind, as well as combat in general and low CR.

309
Suggestions / Re: Formations
« on: June 26, 2016, 10:10:43 AM »
since ships can shoot 'through' one another and lacking 3 dimensional implementations the only logical formations are lines (straight or curved) because any ship 'behind' another ship is useless
Of course a ship in another one's line of fire is going to prevent it from firing - that's a drawback of formations, but that applies equally to having them roam freely. Lines are useful if you want to maximise forwards fire-power, but they're extremely vulnerable on their flanks. There'd be no point in having a formation system if the only one you can use is a line - how are you supposed to react if you start to become encircled?

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as for the value of formations in true combat, the value of a formation is not the formation itself (the static part) but the cycling (the dynamic part) where formations alter ..... a pincer is only worthwhile AFTER the horns close, a phalanx is only useful when the shield bearers are constantly replaced as they fall and the spears are constantly rotated as they break.
A pincer is a maneuver and more often a strategic one at that, not a formation.
Anyway, formations are put to use in pretty much all aspects of modern warfare* - odd as it sounds, tanks are probably the closest to combat in SS - They're also subject, probably more than any other vehicle (or infantry), to friendlies in the possible line of fire, and no ability to change elevation beyond what their immediate surroundings allow to mitigate it. And that's the entire point of being able to switch to a different formation on the fly.
 The wedge is fairly ubiquitous, as are the line and file. Each of them vary in balance between forwards firepower and flank security.
What you're saying about phalanxes doesn't really apply - Those are formations comprised of the numerical equivalent of an infantry company, fighting with a specific type of melee weapon. Modern small-unit formations generally don't account for "cycling" members, because they're designed for every member to be in a position to respond to threats.

*
http://www.globalsecurity.org/military/library/policy/army/fm/17-15/chp1_003.gif
http://www-personal.umich.edu/~copyrght/image/books/Spatial%20Synthesis2/Spatial%20Analysis%20of%20Military%20Vehicle%20Maneuver%20in%20Tactical%20Situation%20on%20ArcView_files/p7073.gif
http://www.globalsecurity.org/military/library/policy/army/fm/71-1/3-04.gif
http://cdn-frm-xbox.wargaming.net/wotx/xbox/uploads/monthly_04_2016/post-129750-0-49145500-1459821527.png

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as far as i know, no game has ever included formations in a dynamic fashion, aka in a useful fashion. If you have any suggests as to how to implement formations dynamically, please tell.

ArmA series, Ground Control, World in Conflict, IIRC Wargame, I'm 99% certain the Total War series had them.

Regardless of all this, half the point of the formations system is that your AI-controlled ships that you set to escort would maintain one with you - what the possible formations we could use isn't as important as making sure they stay close to you, are able to engage when you are and fall back as soon as you do.

realistically you'd need an enormous system built into the ai to handle it. theoretically it would be useful to be able to build frigate wedges bulwarks of gunships supported by spheres of carriers and missile cruisers, etc.


my wager is it'd take a year finagling to get it to work properly, though
I've little doubt about that, but suggestions cost nothing to make; Ultimately it's up to the dev as to whether it's worth implementing. I'd be happy with having the two most ubiquitous formations, the wedge and line, be available.

310
Discussions / Re: Brexit Wins
« on: June 26, 2016, 09:38:40 AM »
The most prevalent arguments from both sides were pretty much full of rhetoric based pretty much on sensationalised speculation. I'm not happy with the status quo, nor am I sufficiently well-informed to be able to decide for myself whether my country leaving the EU was a better option. I'd say the vast majority of people who did vote are in the same proverbial boat, the difference is I acknowledged it. I personally think referendums are nonsense for this reason: The public of pretty much every country are too subject to sensationalist media - educating ones self on the subject of the referendum is not a prerequisite to voting on something with such far-reaching ramifications.

Completely agree; the referendum itself was a mistake.

However abstaining from voting because of this principle is compounding the problem, as you're delegating your vote to the general populace - a populace who is (on average) even less qualified to make an informed decision.
And I'm indifferent as to the outcome. If I were leaning either direction, it was towards leave but not by much.

311
Suggestions / Re: Fighter movement
« on: June 26, 2016, 09:36:17 AM »
fighters are worthless. unless you want to double or triple their speed and firepower there is no reason to reduce their already weak movement profile.
I've seen plenty of fighters that can punch well above their weight, although I'm using mods and not familiar enough with the base game to tell what's vanilla or not when it comes to fighters at least. Regardless, that's the point; These restrictions on their movement would force them forwards to strafe their targets rather than staying back as capital ships do, and I imagine their AI would have them turn back once they get too close, then come in for another attack. Their speed should be variable of course, but never to the point of stopping. If they need to be made faster overall to be effective with this behaviour, I don't see that as a problem.

312
Suggestions / Fighter movement
« on: June 26, 2016, 02:43:12 AM »
Not going to go too into detail with this one. I just don't feel fighters act naturally, part of the reason being that they can turn on the spot, reverse and strafe as every other ship can. The suggestion is this: Prevent them from strafing, reduce their turn speeds and only allow them to turn while moving forward. This should make their attacks appear more "dynamic" rather than just swarming around a target or staying at stand-off range until moving in to engage.

313
Discussions / Re: Brexit Wins
« on: June 26, 2016, 02:35:20 AM »
Personal preference to staying in or out. I'm completely on the fence, hence why I didn't vote.

This is an enormous mistake.

You simply can't be on the fence in such a far reaching decision; the result WILL(does) effect you, so you MUST(should have) vote(d).

If you are happy with the status quo, you vote IN.
If you are unhappy with the status quo (and think leaving the EU will improve things), you vote OUT.

Referendums should either be mandatory voting, or require an absolute majority.
Otherwise you get stupid *** like this happening, where the populist vote gets levied resulting in the passive majority being dragged along by a vocal minority.

The most prevalent arguments from both sides were pretty much full of rhetoric based pretty much on sensationalised speculation. I'm not happy with the status quo, nor am I sufficiently well-informed to be able to decide for myself whether my country leaving the EU was a better option. I'd say the vast majority of people who did vote are in the same proverbial boat, the difference is I acknowledged it. I personally think referendums are nonsense for this reason: The public of pretty much every country are too subject to sensationalist media - educating ones self on the subject of the referendum is not a prerequisite to voting on something with such far-reaching ramifications.

314
Suggestions / Formations
« on: June 26, 2016, 02:19:29 AM »
Formations are an essential part of naval warfare and combat in general. I don't see SS as an exception to this.
The idea is we'd be able to define ship formations in the Fleet menu, and set them in the in-battle command menu. When defining a formation, you'd get "nodes" that you get to place freely - each of them would represent a position in the formation. The first node would be the formation leader on which all other members would key off. With non-leader nodes, you'd be able to define whether they are to maintain a set heading in relation to the leader or if they're free to pivot within an arc you can set, or completely free rotation - furthermore, how far ships are allowed to range from the centre of their "node" or if they're to do their best to maintain that exact position. Additionally, you'd be able to set whether the formation is "dynamic" - where if a member of a formation is knocked out or told to retreat, the next "number" in the formation would fill its place, or "static" where they will maintain their relative positions.
 Then, when you've defined a formation, you can fill them with your ships via the fleet menu.

When it comes to formations and a player-controlled ship, you'd always assume the role of the formation's leader. Additionally, you'd be able to hotkey a number of formations so you can change them as the situation dictates. Additional hotkeys (Numpad) would allow you to have individual members temporarily break until pressed again, for example if you want to have them strike out at a target.

 For formations other than the one you're leading, you'd be able to change them in the command interface at the cost of a command point. Speaking of which, something else that'd make the leadership tree more valuable is a skill that defines how many ships you can have in a given formation.

Point of this is with the escort command, mixed groups of ships with loadouts and fields of fire that complement one another are rarely in optimal positions to take advantage of it. When leading strike groups of frigates for example, you'll also get ships managing to get cut off from you, or being too aggressive and getting themselves overloaded or killed.

315
General Discussion / Re: In-battle CR Timer - Why It's Bad
« on: June 26, 2016, 01:50:13 AM »
I've only read through the OP, and I disagree. If kiting is how you want to play it, sure, but I just see it as this:
soloing is basically just exploiting the ai's slightly deficient force-estimation capabilities and the current absurdly powerful nature of player skills. i don't think it should be catered to. it's a fleet combat game dammit.

CR, deployment costs etc. help link together the context of each tactical battle with overall "strategy". In its current form I love it, probably wouldn't enjoy the game as much without it.
That's not to say there's no room for improvement - CR encompasses both how well the ships' systems are maintained, and the morale and ability of their crews - I'd prefer to see those separated, with crew experience defining the flat rate of CR degradation and its cap, with morale as a modifier. The more experienced the crew, the less both positive and negative events influence their morale and therefore the more stable their ship's CR is. Backing away from the battle would allow their morale and therefore the ship's CR to recover, the rate of CR recovery being defined by morale and experience. The ship taking hull damage during battle would reduce its maximum CR throughout the battle, while crew deaths would do the same for morale.


What's behind idea is this: The stress on both crew and the ship's systems isn't uniform throughout the course of a battle. The chance of malfunctions and overall performance should be more influenced by events (Damage, crew death) than time. If you haemorrhage 80% of your crew during a fight, the enemy don't even need to cause any more damage because the remaining crew will be stretched thin across its systems, in addition to being less efficient because of the demoralisation caused by their buddies dying. If you've been in a knife-fight for an hour straight, the ship's systems will be under constant stress and will mechanically fail from time to time, but if you've been scoring victories throughout, your crew will stay on top of it, especially if this is their 100th battle. So in other words, if you're fighting conservatively you can maintain CR indefinitely, and if you're being reckless and aggressive, or biting off more than you can proverbially chew, you will expend CR depending on your crew's experience, size and morale.

Couple "little" things that'd have to be changed/added - Rather than CR having thresholds for malfunction chances, those chances would scale dynamically with CR. Even at 99% you might lose an engine for a few seconds, but it'd be extremely unlikely and fixed quickly.
You'd also have to be able to assign the crew of a ship, ie filling your best ships with as many elites as you have, then veteran, etc relegating your least experienced crew to non-combat ships for example.
You should also be able to prioritise which systems your crew will work on, for example if I set engines at high priority and most of my weapons low, engine malfunctions will be less likely and fixed quicker while the inverse is true for those weapons.

I might make a more detailed post about this proposed system later because I haven't really got it all sorted out in my head yet, nor did I really articulate it well.


Oh, since phase ships have been mentioned - I bloody hate the things, it feels like the only time I can get a clean kill on them is if the AI makes a mistake.

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