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Author Topic: Some questions about "commander" gameplay style.  (Read 1593 times)

Florian

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Some questions about "commander" gameplay style.
« on: November 12, 2019, 11:15:40 AM »

Hi !

Most of the time, i'm playing in the "tatical window" (dunno the exact name) with my "main" ship on autopilot, giving orders there and there, keeping an eye on evereything, enjoying the firework (or not  ;D).

I've some questions.
- your capital ship, with an operation center hull mod, does it need to be on the battlefield to give +250% command point regen ? Or it also works in the "reserve" ?
- can you group your carriers specialized with bomber wings to coordinate their strikes (or at least, not sending bombers on low value targets if i don't tell them to do so).
- can you force a ship to empty its torpedo/missile ammo (it's a shame to retreat a ship with still ammo in it) ? I tried "strike" frigates without success... (unlike real life WWII torps corvettes ^ ^')
- i noticed that my fighters were forming a huge ball of death, even without orders. Focus fire is great, but sometime, i'd like that they spread on the front line to screen against ennemy fighters-frigates. Is it possible to tell them to do so ?

Thanx !

(and AI should emulate command points to focus fire from time to time, if the ennemy commander has unlocked the related skill)
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Eji1700

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Re: Some questions about "commander" gameplay style.
« Reply #1 on: November 12, 2019, 12:58:19 PM »

I don't have access to the game at the moment so these are my best guesses based on memory:

1. Yes your ship needs to be on the field to get the bonus.

2. Not exactly.  You can designate targets for them to nuke but at the same time if they don't have one I don't believe any command will stop them from just sending bombers at targets they deem worth hitting.

3. You might get something like this by giving it an eliminate order on a target, but this tends to come with reckless piloting as well.  There's no "dump your ammo and run" option.  I could see arguments for why that should never exist as well since missile boat spam can already overcome the AI very easily.

4. Again not 100% on this but the closest I can think of is to use commands to have your fighter carriers send their fighters to escort your frontline ships.  This might be affected by fighter type and could get costly depending on how many ships make up your frontline (although just picking 2/3 could work).
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Lucky33

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Re: Some questions about "commander" gameplay style.
« Reply #2 on: November 12, 2019, 01:42:40 PM »

It need to be.

Yes it can be done but dont expect true coordination between different wings from different carriers. Even wings of the same carrier dont truly coordinate. Typically its a bad idea to mix bombers and fighters on the same carrier and expect all these wing to work together.

Look into weapon_data.csv file. Anything with the "STRIKE" tag will not work like you want them too. You need DO_NOT_CONSERVE or at least CONSERVE_1 up to _5 tags.

Yes. Use escort order.
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Eji1700

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Re: Some questions about "commander" gameplay style.
« Reply #3 on: November 12, 2019, 06:13:48 PM »


Yes it can be done but dont expect true coordination between different wings from different carriers. Even wings of the same carrier dont truly coordinate. Typically its a bad idea to mix bombers and fighters on the same carrier and expect all these wing to work together.
Really?  I've found this to be pretty reliable in practice, and not just for a flagship . Broadswords to go in, rack up flux, and drop flares, backed up by daggers/khopesh to finish things off has often synced up well even in AI hands.
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Null Ganymede

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Re: Some questions about "commander" gameplay style.
« Reply #4 on: November 12, 2019, 06:36:14 PM »

Bombers synchronizing with flare-dropping fighters, and bombers dropping kinetic projectiles in a wave before the explosive ones, is definitely a thing.

I don't think multiple carriers will coordinate together. You'll have to rely on distance and assigning orders to specific ships to get that to happen.

You can force frigates to be missile trigger-happy by grouping missiles with a "rangefinder" weapon like a tactical laser. Tactical laser shoots, missile volley follows. (Turn off Alternating.)

Officer aggression helps determine whether they use wings to escort friendly ships or attack hostile ones. That may get the spread you want.

Oh, and the enemy AI definitely focus fires your flagship at every opportunity, skill or no skill :)
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Lucky33

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Re: Some questions about "commander" gameplay style.
« Reply #5 on: November 12, 2019, 10:18:02 PM »


Yes it can be done but dont expect true coordination between different wings from different carriers. Even wings of the same carrier dont truly coordinate. Typically its a bad idea to mix bombers and fighters on the same carrier and expect all these wing to work together.
Really?  I've found this to be pretty reliable in practice, and not just for a flagship . Broadswords to go in, rack up flux, and drop flares, backed up by daggers/khopesh to finish things off has often synced up well even in AI hands.

Then you meet the graviton beam from the backpedaling ship what will confuse Broadswords and they will not drop their flares before Daggers will fire their torpedoes.

Bombers dont actually wait for the fighters to do their job. They only try to fly behind them. And for the most part its more effective to keep fighters like Broadswords continuously on target without them returning with the bombers. But you cant do that unless you are using two carriers for the separation of fighter and bomber wings.
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Florian

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Re: Some questions about "commander" gameplay style.
« Reply #6 on: November 13, 2019, 03:19:05 AM »

Quote
You can force frigates to be missile trigger-happy by grouping missiles with a "rangefinder" weapon like a tactical laser. Tactical laser shoots, missile volley follows. (Turn off Alternating.)

Wut ?!! I will definitely try that. It would we awesome if it works !

Quote
Oh, and the enemy AI definitely focus fires your flagship at every opportunity, skill or no skill

I never noticed that. Sorry but when i mean "focus fire", the victim look like a christmas tree. The AI never inflict such concentrated violence on a single ship.


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Plantissue

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Re: Some questions about "commander" gameplay style.
« Reply #7 on: November 13, 2019, 07:00:51 AM »

Boradswords with Daggers/Longbow/Khopesh definitely work very well together. It is unture that "its a bad idea to mix bombers and fighters on the same carrier and expect all these wing to work together" as you have written. The do work together and it is a good idea. The bigger the fleet is the less useful it can be, but you cannot give a blanket statement that it is a bad idea or write that you cannot expect them to work together, because they actually do work together, even if they don't truly coordinate together. Separating broadswords with bombers on separate carriers is just asking all the boradswords to die instead of being there when needed.

Anyways, along with whatever everyone else wrote, you can make your ships like your "strike frigates" much more aggressive by giving them safety overides or by assigning a reckless officer on them. Then they will try to empty their missiles, even on non-fluxed shields.

In the past you could group individual bombers and coordinate their strike togther. It was removed because it was totally overpowered.

Occassionally, I've noticed that the AI on completely their own volition will give my personally piloted ship an escort of Thunders or Broadswords. The carrier will even follow me around if the flagship left combat and hides in a corner. I've never found out what the trigger for that is.
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Florian

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Re: Some questions about "commander" gameplay style.
« Reply #8 on: November 13, 2019, 07:48:25 AM »

Quote
Anyways, along with whatever everyone else wrote, you can make your ships like your "strike frigates" much more aggressive by giving them safety overides or by assigning a reckless officer on them. Then they will try to empty their missiles, even on non-fluxed shields.

I'd need many, many officers then  ;D (too many in fact).

PS: coordinated bombing run isn't OP, it makes sense IMHO.
It highlights the lack of heavy PD ships (real life destroyers) / intercepor carrier that can protect allied ships from bombers with a propper IA (see suggestions).
But balance wise, ok. I understand that it must be nerfed.

Ships should also coordinates theyr salvo in order to overflux shields, but that's another story.  ;)
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Lucky33

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Re: Some questions about "commander" gameplay style.
« Reply #9 on: November 13, 2019, 08:34:32 AM »

Boradswords with Daggers/Longbow/Khopesh definitely work very well together. It is unture that "its a bad idea to mix bombers and fighters on the same carrier and expect all these wing to work together" as you have written. The do work together and it is a good idea. The bigger the fleet is the less useful it can be, but you cannot give a blanket statement that it is a bad idea or write that you cannot expect them to work together, because they actually do work together, even if they don't truly coordinate together. Separating broadswords with bombers on separate carriers is just asking all the boradswords to die instead of being there when needed.

Launch the game in question. Try equiping several Drovers with Broadswords and see what it takes to make them die after critical mass has been achieved.

This is why I can make such statements. I know that Im talking about.
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Plantissue

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Re: Some questions about "commander" gameplay style.
« Reply #10 on: November 13, 2019, 08:50:08 AM »

You clearly don't as you say "critical mass" without specifying a number.
Everything is relative.
 
Anyways Florian, you can always place the Safety Overide Hullmod. You don't need to use officers at all, but just be aware that the Hullmod does come with disadvantages and advantages.

In real life, PD ships made sense because left over hulls exists that aren't carriers. In real life, the best anti-air escort is just another carrier. Also in real life anti air weapons can fire over each other and the size of the ships are small compared to the distance involved. In staresector, the ships take up physically more space compared to the distances involved and their anti-fighter weapons cannot simply pass through each other.

AI ships don't coordinate together really, but at this stage it is practically game design.
« Last Edit: November 13, 2019, 08:57:48 AM by Plantissue »
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Lucky33

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Re: Some questions about "commander" gameplay style.
« Reply #11 on: November 13, 2019, 09:50:23 AM »

You clearly don't as you say "critical mass" without specifying a number.
Everything is relative.

Its not about relativity. Its about tactic. Called saturation attack.
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