Fighter weapon classes.
Well, to put it simply; the higher the class numbers, the better the weapon performs in most cases.
If you notice, UAF offers at least 4 tiers of fighters to choose from based on OP cost but expensive doesn't necessarily mean better. It offers you a chance to min/max your carrier loadout i.e better torpedo attackers but less air cover. and they also just happen to carry better weapons or more universal with their loadout. ( 5 ~ 10 ~ 20 ~ 30 ) I have this many weapon in order to have better control/management on fighter balancing since I want them to carry the same weapons as everyone else but some get to enjoy slightly upgraded version. It might be a bit trickier to get used to this because vanilla doesn't do that but I prefer to separate ship-based weapons away from fighters. At least I wouldn't nerf/buff everyone indirectly if I choose to do something.
Please don't mind the naming convention though, I'm not creative enough to come up with brand new names for every weapons that I came up with but I like these better honestly. 30/40mm =
general purpose autocannons76mm =
fighter-based Tona railgun57mm =
Anti-shield heavy autocannon155mm =
Anti-armor cannon for gunshipsHVAR =
anti-ship dumb rocketAMSSM =
guided anti-air missileASMR =
fighter-based clemente light missileExoscar =
fighter-based anti-ship guided torpedoUSB =
area denial/suppressive anti-ship bombsMinibreve =
tactical mini-nuke for taufan(NX) High fighter casualty rate and commission crew bonus.
Oh, I see - I guess I din't really feel the massive casualty rate in my weekly test runs as I tend to have Recovery Shuttle and Expanded Deck Crew hullmods on my carriers all the time. Thank you for noticing the issue! Consider it fixed from now on as I finally understood what it actually means. I actually assumed it asked me how much crew do one fighter wing have instead of per spacecraft.
As for commissioned crew.. yeah, I've been asked for that even before UAF was released. I don't know why I haven't done it yet. I guess I'm not sure what I wanted for the thing? If possible I'd like to have at least
3 CCs ( carrier / combat / logistics ) that you can choose from but I'm not the coder and I din't know if its possible or not. I am currently indecisive and clueless, will likely to stay that way for the next couple versions.
Missing heavy cruisers.
Indeed, that's one thing that have been mind boggling for me for several versions now. For some reason, the faction really likes to spam rare stuff such as prototypes and elite ships while ignoring the heavy cruisers . I think I must've touch something that I wasn't aware of. If anyone know a solution to this, do please tell me!
Solvernia causing problem again.
Thank you for noticing it, I'll change it again and should be fixed in next version.
Fighter casualty, marine quest feedback and praises.
Thank you, although somehow I doubt that seriously with the amount of flak the mod receives for being.. different visually and aesthetically speaking. Regardless, I really appreciate you trying out the mod despite it being incomplete. Thanks for explaining how the fighter crew mechanic as well! As for the marine quest, I actually wanted to warn the player to prepare at least 300 marines due to RNG chance of mission failure.
It's intentional, I wrote at least 6 variants for how you failed it. I hope you enjoy those random bit. I have notified my co-developer to actually lower the minimal marine requirement down to just 30 but the informant will still ask you to prepare at least 300.
Enquiry regarding Yimie and Queen.
I'm glad to hear you enjoy it! If you have given her the green card and receive the rewards
( Yimie, Mizuki and Hyper Aria ). You have completed the first half of the quest as its still WIP but stalled due to multiple reasons. You gained this much reward for just a simple RNG quest because I want to give everyone a chance to test the custom reward commanders and see if they're functional or not. As for NPC contacts, I am currently addressing this issue by
allowing the player to manually request to regain access to UAF amenities via a certain representative. However, I haven't found time to test this yet personally so I'm not releasing Version 0.72e2 yet. If you'd like to have a sneak peek on whatever I've been doing, you can follow me on Twitter or Twitch. I stream my own gameplay sometimes just to give people a chance to provide feedback directly to me or just to have a chit chat.
Oh and if you intentionally said no to her at some point, that's actually a bait. The mission will also not resurface if you failed to complete it in time. You won't see her again so be sure to click responsibly or miss a pair of really good carrier commanders.