Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 9 10 [11] 12 13 ... 25

Author Topic: Fighter Redesign  (Read 149004 times)

Voyager I

  • Captain
  • ****
  • Posts: 353
    • View Profile
Re: Fighter Redesign
« Reply #150 on: August 26, 2016, 07:42:20 PM »

Regarding the UI displayed here:




Is there a differentiation in how it displays fighters that are returning to rearm vs those that have been outright destroyed?  This seems like it could be a meaningful distinction, given what you've said about reloading being significantly faster than replacement.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24118
    • View Profile
Re: Fighter Redesign
« Reply #151 on: August 26, 2016, 08:07:29 PM »

And I'll admit I came straight from reading the blog post without reading the previous 9 pages.

Yeah, fair enough. This just came up maybe 3 posts in a row :) Maybe next time I'll just update the blog post.

On that topic, I think it could potentially be more satisfying/realistic/computationally cheaper to simply add increased PD inaccuracy in the presence of flares/jamming, rather than have PD weapons lock the wrong target. I'd feel a little less betrayed by my own PD as long as they're attempting to shoot down the right targets haha...

I'm not sure whether *any* amount of inaccuracy is going to make flak less effective. On the other hand, flak is going to get proximity-triggered by the flares in any case, so it almost doesn't matter where it aims in the first place.


Is there a differentiation in how it displays fighters that are returning to rearm vs those that have been outright destroyed?  This seems like it could be a meaningful distinction, given what you've said about reloading being significantly faster than replacement.

Good question; there isn't. You can however actually see those fighters returning, so I don't think it'll be that big of a deal.
Logged

Voyager I

  • Captain
  • ****
  • Posts: 353
    • View Profile
Re: Fighter Redesign
« Reply #152 on: August 26, 2016, 08:21:34 PM »

Is there a differentiation in how it displays fighters that are returning to rearm vs those that have been outright destroyed?  This seems like it could be a meaningful distinction, given what you've said about reloading being significantly faster than replacement.

Good question; there isn't. You can however actually see those fighters returning, so I don't think it'll be that big of a deal.


That makes sense, especially now that it sounds like fighters will operate in the general vicinity of their carrier.  I suppose if it does prove to be an irritant it wouldn't be very hard to add something like a Bright Green > Faint Green > Greyed Out progression.

The difference might end up being more significant for something like Thunders, which have the potential to flag themselves in need of rearm even if all they're short is their Harpoon.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24118
    • View Profile
Re: Fighter Redesign
« Reply #153 on: August 26, 2016, 08:27:41 PM »

That makes sense, especially now that it sounds like fighters will operate in the general vicinity of their carrier.  I suppose if it does prove to be an irritant it wouldn't be very hard to add something like a Bright Green > Faint Green > Greyed Out progression.

Yep. Just don't want to clutter it up unless it does prove necessary, you know?

The difference might end up being more significant for something like Thunders, which have the potential to flag themselves in need of rearm even if all they're short is their Harpoon.

For Thunders, they'll go back to rearm after firing the Harpoon IF the order is set to "regroup".
Logged

facc00

  • Commander
  • ***
  • Posts: 110
    • View Profile
Re: Fighter Redesign
« Reply #154 on: August 26, 2016, 09:01:50 PM »

Sweet!
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Fighter Redesign
« Reply #155 on: August 27, 2016, 02:09:25 AM »

Quote
the Astral-class carrier has a “Recall Device”, while the Heron has a “Targeting Feed”, and the Gemini sports “Reserve Deployment”

So, I think nobody talked about the new systems yet. Any guesses what they do?

Targeting Feed seems the most obvious, I'd think it increases the damage output of the carrier's fighters while active.

Reserve deployment might be just the instant rebuilding of destroyed fighters.

Recall Device... mhh. Mayyybe something to force fighters to dock for repairs? Don't know if that would be useful, though.


Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: Fighter Redesign
« Reply #156 on: August 27, 2016, 02:27:27 AM »

Well the Astral is high-tech right?
Maybe the recall device instantly teleports fighters back to the carrier
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: Fighter Redesign
« Reply #157 on: August 27, 2016, 04:28:27 AM »


Recall Device... mhh. Mayyybe something to force fighters to dock for repairs? Don't know if that would be useful, though.


Maybe a teleportation device to immediately call back all the fighters?
Logged

Embolism

  • Admiral
  • *****
  • Posts: 511
    • View Profile
Re: Fighter Redesign
« Reply #158 on: August 27, 2016, 04:37:01 AM »

Given that the Gemini is going back to being an armed freighter rather than a freighter-light carrier with no downsides, I don't feel like it should have a unique carrier-based system; especially when the Condor: the one that's actually meant to be a carrier (and sacrificed cargo space to do it) doesn't (and I don't really want it to either, Fast Missile Racks is getting increasingly rare for a "generic" system).

Actually I wouldn't mind if Gemini gets Fast Missile Racks and Condor get whatever the Gemini is getting. But personally I'd rather unique systems stay rare-ish. Of course if a unique system is interesting then great, but Reserve Deployment just sounds like faster/instant replacements or something which isn't that interesting. Wait and see I suppose.



I still think we're missing a high-tech carrier smaller than an Astral, but with the Mora coming and both it and Heron getting 3 decks there doesn't seem to be much of a niche left anymore. Maybe a Destroyer-sized 3 decker, but that doesn't feel right... and a Cruiser-sized 4 decker is too close to the Astral. Destroyer 2 decker can work too I suppose, except a jury-rigged carrier (Condor) shouldn't be comparable to a high-tech military carrier. I guess it can be superior in other areas... like the current Gemini vs Condor.
« Last Edit: August 27, 2016, 04:47:03 AM by Embolism »
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Fighter Redesign
« Reply #159 on: August 27, 2016, 04:51:49 AM »

Fighter teleportation sounds plausible and would be awesome! Seems like it would make for some very interesting decision about when to use it. Also, imagine 18 torpedo bombers unleashing their payload on you and then immediately vanishing. Kinda scary.



Actually I wouldn't mind if Gemini gets Fast Missile Racks and Condor get whatever the Gemini is getting.

I think this system (if it works as we think) is purpose build for a one deck carrier, otherwise it would be too easy to "disarm". For proper carriers it might be actually too powerful/unfair.
Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Embolism

  • Admiral
  • *****
  • Posts: 511
    • View Profile
Re: Fighter Redesign
« Reply #160 on: August 27, 2016, 05:06:01 AM »

My expectation is that the Gemini will become more freighter, i.e. less likely to be deployed in combat than the Condor; with the flight deck primarily for defense (interceptors, Xyphos if you want to be extravagant). With how important synergy is apparently going to be a single flight deck would be awkward to use on the offensive.

But yeah, either way if Reserve Deployment is what we think it is I'd rather it not exist at all. A unique system that isn't that interesting and only serves to make a crappy carrier less crappy shouldn't exist IMO.
« Last Edit: August 27, 2016, 05:07:52 AM by Embolism »
Logged

DeathRay

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: Fighter Redesign
« Reply #161 on: August 27, 2016, 07:10:21 AM »

So, after reading through all posts I'm still confused with the exact mechanics of the "Replenish Tank" thingy.
As far as I understand, if a hangar rearms or rebuilds a fighter, it loses "capacity". If it is idle, it replenishes it.
And as stated somewhere before for the astral, 3 working and 3 idle would end in "capacity" stagnation, since the "tank" thingy is shared between all Hangars.
So what happens, if only three Hangars are even equipt with Wings? Wouldn't that mean, that these three Wings can be maintained at full "capacity" under any circumstances, till the Carriers CR runs out?
And by the way, I absolutly love these changes.

Going along with the suggestion of turning Drones into the new hangar system aswell,What I would really like to see, I would suggest a clear differentiation.
Since drones are smaller, crewless, shorter ranged and, as far as I remember, weaker than fighters,
I would like to see Fighter and Drone Hangars seperated from each other.
They might even have few differentiations, for example a "clip" system for drones,
as we have now for some drone carriers,or was that in a mod?.
If one is destroyed, it could be replaced instantly, and the clip gets slowly refilled.
If this happens, I think it would also make sense to do another Hull mod to add one "drone Hangar" to a ship.
Not as expensive as a real hangar, but only capable of carrying drones.

Hm, now that I think about it, I think it would also be cool to see a Hull mod that can upgrade an existing Drone Hangar into an "Improvised Fighter Hangar".

UI wise it might be possible, to do the same for Drones and Fighters, with a faint F or D in the equipment slot, to see whether it is for drones or fighters.
Maybe it would be possible to add drones to Fighter Hangars but not the other way?
I like the idea of having costomisable drones.
A drone Hangar hullmod might also be viable for frigates. Well, at least more than a Hangar Hull mod.
Hmm, putting a drone Hangar on a Frigate and afterwards upgrading it into an "Improvised Fighter Hangar"...
There you have your Hound carrier! One crappy Hangar with Rockets strapped to its sides. Not able to do anything on its own, but it has a hangar and can fly fast!
And yes, I want this, just because I want PD laser drones to do my missile defence. I need more minions, who will do my bidings!


Logged

Weltall

  • Admiral
  • *****
  • Posts: 774
    • View Profile
Re: Fighter Redesign
« Reply #162 on: August 27, 2016, 07:26:48 AM »

Fighter teleportation sounds plausible and would be awesome! Seems like it would make for some very interesting decision about when to use it. Also, imagine 18 torpedo bombers unleashing their payload on you and then immediately vanishing. Kinda scary.

D= ... KINDA?! You must be a very brave person to call this kinda scary!

Although I agree it must be an awesome sight... as long as it does not happen on me.  ::)
Logged
Ignorance is bliss..

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Fighter Redesign
« Reply #163 on: August 27, 2016, 08:09:31 AM »

@DeathRay
The system is pretty simple - the Hangers produce fighters at maximum rate when idle.  However, as they produce more and more fighters in a single run, their production rate starts to drop.  For example, a Broadsword Hanger might produce 15 in a minute, but might drop down to 10 a minute after being stressed with lots of replacements.  Wings cannot be kept at full capacity for very long in an extended fight, since the production rate drops as the fight goes on.  That's the reason why Alex in the blog post mentioned sending fighters in waves - you send them out to engage for a couple of minutes, then when the production rate can't keep up with the losses, you Recall them back to get their replacements and to bring the production rate back to it's highest level, then send them out again.

Teleporting fighters?  Yes please. :)
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Fighter Redesign
« Reply #164 on: August 27, 2016, 08:39:52 AM »

For now it should be possible to use a frigate as an anchor for an escort order and position fighters that way, I believe.

Oh, right. Yes. I was even thinking of this while thinking that through :)

Still not quite the same in that you can only do this for fighters from the carrier you personally control, though. But, hmm, if the "escort" order made carriers send their fighters...

Hey, you know what, it would be awesome if carriers would send their fighters to escort. Because, imagine you are piloting this escorted frigate. Sourrounded by a deadly swarm, you maneuver into the perfect position and at the optimal moment, unleash your companions on the enemy's engines. That sounds like the perfect frigate captain power fantasy.





Also, I hope for a faction that has special faction variants (you know, like the hegemony legion ships) that specialize in hangar deck hullmods. Maybe the Lion's Guard?
Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.
Pages: 1 ... 9 10 [11] 12 13 ... 25