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Author Topic: Max fleet limit, AI roles, loot...  (Read 1355 times)

Florian

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Max fleet limit, AI roles, loot...
« on: November 13, 2019, 03:01:25 AM »

Fleet cap design

ATM you can have 30 ships (i guess). No matter the role, no matter the size of the ship. It results in a loss of diversity: since you're very limited in the amount of hulls, the best choice is to put a decent amount of deployment cost in each hull (not entirely true, but...). 

I believe the following should add a little bit more variety:

- a fixed number of capital, cruisers, destroyers, frigates... Depending of the commander level and can be improved by skill level. Could be tuned by fleet doctrine (more frigates VS more capitals) but still limiting the amount of cap ships (you can't tilt for a full slug fleet).
- The number of ships in each category is computed from deployement cost instead of hull count. To allow low cost ships spamming instead of picking the priciest heavy hitters in each category. 
- officers can have "fleet commander" skills that let you have more hulls in your fleet. However, the ships under the officer command stick together on the battlefield (wich can be an intereresting strategic option).

Adding "AI" rĂ´le to each ship
ATM, i guess, combat ships without officers are steady and civilian ships are timid. The battles are a mess (still fun) but with a quite poor stategic level.

I'd like to fine tune each ship in order thet it's AI match its ship loadout.

In addition of the existing AI stances (timid, reckless...) i'd like to add "missions" or "role" like:
- anti missile / drone : the ship will position itself on the frontline and prioritize it's escort duty over attacking another ship. Also will prioritize torps>bombers>missiles>fighters and use its weapons / interceptors wings accordingly.
- strike : the ship will deplete it's ordnance as fast as possible, then retreat. Fast ships should now have a usefulness. May lead to balistic and energy weapons with ammunitions too (like oversized weapons on small mounts).
- anti *hull type* (frigate - destroyers - cruiser). The ship will aim in priority the designed hull type, then the nearest hull type, according with it's primary stance (aggressive, steady...). Now you can equip a cruiser for anti frigate duty, with accurate weapons, and frigates with torps for anti capital strikes... And no more carriers launching bomber run against frigates.... 
- assault X (where X is code like green - blue red). Every ship with the same "assault code" try to stick together. When you give an eliminate order, they all ships with the same assault code will focus fire.

Of course, it would be great if AI fleets use this.

Rare lewt
Add uncommon/rare/unique weapons and hulls without blueprints that may drop in exploration trips. May also work with unique officers/admins/planets too. The IBB unique ships is already great in that way...
Add a different background color or something to differenciate rare stuff on the first look. Those items with bonuses may be procedurally generated from regular stuff, with just adding bonuses.

That's all for now  ;)
« Last Edit: November 14, 2019, 04:01:23 AM by Florian »
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Innominandum

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Re: Some suggestions
« Reply #1 on: November 13, 2019, 03:08:11 AM »

ATM you can have 30 ships (i guess). No matter the role, no matter the size of the ship. It results in a loss of diversity: since you're very limited in the amount of hulls, the best choice is to put a decent amount of deployment cost in each hull (not entirely true, but...). 
Fleetcap and AI Fleetcap can be changed in settings.json.
I believe the following should add a little bit more variety:

Depending of the commander level and can be improved by skill level. Could be tuned by fleet doctrine (more frigates VS more capitals) but still limiting the amount of cap ships (you can't tilt for a full slug fleet).

Bump, heard that smthing like this used to be in older V. would love to see a return of it, if so.
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