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General Discussion / Re: 0.9.1a Balance Testing Case Study: Condor
« on: July 12, 2020, 08:30:52 PM »Re: Weapons being billed as "will not shoot at fighters:
I'm sure you'll come up with more nuanced version but for me, if one rule was followed, I'd be very happy with such a tag.
*Any weapon that costs >300 flux/shot won't shoot at fighters.*
To be explicit: Mjolnir, Guass Cannon, Heavy Blaster, Plasma Cannon, Hypervelocity Driver, Hellbore, AM Blaster, Mining Blaster. (Heavy Mauler is about there, too, along with the Mk. IX. I'm not sure how you would look at high-flux beams like Ion Beam, HI Laser or, Tachyon Lance, but the Phase Lance is fine.) Outside of the Mjolnir, every other weapon is a high-damage, relatively slow-firing projectile that has little probability of hitting a particular fighter and would almost always be a Pyhrric victory even if it did.
My only concern is the number of weapons I listed: 1 Small, 2-4 Medium, 4-7 Large. Large Weapons have the easiest excuse not to target small/fast-moving targets but that does leave a lot of Large Weapons not firing at fighters, even if it does make gameplay sense.
I don't think heavy blasters projectiles are that slow. I actually rely on auto-fire heavy blasters turrets on my SO Aurora builds to help swat fighters quickly. I don't aim them, but I do back up at with plasma burn on, and fighters tend to fly straight at the Aurora, making them easy targets for the auto-fire turrets.
Similarly, if the fighters are as thick as flies, I want the AI Plasma Cannons firing since they have pass through and will hit multiple targets. Hypervelocity drivers shots are fast and long range enough that I see them picking off bombers on attack runs or returning all the time. Hellbore is probably slow enough you wouldn't want to risk a high deflection shot, but against a bombing run coming straight in, its fine. Also, wasn't pass-through recently added to it as well?
And if a ship has sufficient flux dissipation to cover firing the weapon, why is it a bad idea to fire it? An SO Aurora can be flux neutral firing 3 heavy blasters. Why wouldn't you want to fire them in that case? It doesn't harm your ship in any way when your shields are up - since that dissipation is going to waste anyways. I don't want my ship sitting there using only 1/10th of its soft flux dissipation firing PD weapons only while surrounded by fighters.
If the fighters are moving in a straight line towards or away, like bombers on an attack run against a capital ship, firing big guns can be a good idea with decent odds of hitting.
Certainly on most vanilla variants, flux dissipation doesn't equal or exceed flux generation, but on player designed ships, it can. At which point such rules start to be detrimental rather than advantageous.
To be honest, if there was a section to weapons setup in addition to groupings that let a player customize target priority and willingness to fire in something like a matrix (i.e. 1,2,3,4 and never, split along missiles, fighters,ships for each weapon, like how we setup weapon groups) that would be really cool. Although perhaps that is too much fiddling for vanilla.
In theory, is such a thing possible for a mod? Not sure how well they can hook into the UI like that. Given we already have a hull mod that makes PD weapons prioritize missiles over fighters, as well as make all small weapons prioritize missiles, I'm guessing it'd be possible under the hood, but making an easy to use interface is the hard part.
Then players who want to have plasma cannons fire at missiles with max priority, could. And the players who never want plasma cannons to shoot at missiles or fighters could as well. I mean, as a player, I'm using Plasma cannons all the time to shoot down reapers or atropos on my Odyssey.