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Author Topic: Balancing fighter swarms with out nerfing fighters  (Read 21693 times)

Lucky33

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #105 on: January 08, 2020, 05:22:02 AM »

In case of Onslaught, it is in part due to dissipation.

Its mostly because you are too much into the zero caps meta. Spend some points for caps and armor.
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Megas

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #106 on: January 08, 2020, 07:56:42 AM »

Its mostly because you are too much into the zero caps meta. Spend some points for caps and armor.
I do not remember if I have caps on Onslaught, although I try to put some points in caps on ships if I can.  (I frequently trade caps for Hardened Shields if I cannot get both.)  As for armor hullmods, it slows Onslaught too much.  I tried Heavy Armor, and it slowed turning too much for comfort (and I do not want to spend even more for Auxiliary Thrusters).  I do not have armor skills in my last game because they went into colony skills, before I learned about Pather bug and the intricacies about cores.

But more caps will not help if I give Onslaught to AI and they flux cap too fast because they use flux much faster than they dissipate.  Onslaught has what, about 1000 dissipation if I min-max that stat?  While heavy weapons that are not Hellbore or Devastator take about 400 to 600 flux per gun, and this does not include smaller guns in other mounts like heavy needlers or the like.
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Lucky33

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #107 on: January 08, 2020, 09:01:06 AM »

http://fractalsoftworks.com/forum/index.php?topic=16137.msg257132#msg257132

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Onslaught
Capacitors: 0

Not the hullmods. Skills.

Under zero caps meta you just give an enemy 18000 lead and 10000 handicap to yourself. Its beyond reason.

Since Onslaught has only 1000 dissipation you have to choose weapons accordingly. Not stuffing it up with:

Quote
Weapons: 2x Devastator Cannon, 1x Mjolnir Cannon, 4x Heavy Needler, 2x Hypervelocity Driver, 3x Dual Flak Cannon, 6x Vulcan

Four HN require 4800 flux to shoot a volley. Two Devastators need 1800. Thats 6600. Third of your entire flux pool. You cant use them if there is enough flux for the full burst. This means that when you see your fluxbar at 2/3 you just lost some of your fancy weapons you've spent some much op installing. When less than 900 flux left you are as good as dead. Most of the guns will not shoot. Thats 100 op spent... for what exactly?

Onslaught is really a gambling glass cannon

No wonder. But this is exactly how you built it.
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Megas

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #108 on: January 08, 2020, 09:58:52 AM »

@ Lucky33: I figured you would dig up an earlier post.

I have not used that Onslaught loadout lately, not since I tried to find a loadout that can fight in an Ordos battle and some of the tougher sim experiments.  Now, if I use Onslaughts against Ordos, I use mostly Heavy Needlers, with TPCs and missiles for anti-armor.  (Could use Storm Needler instead, but 700 range is not enough.)  Any Devastators (the only heavy weapons) I mount are for anti-small ship that try to flank in battles against human factions.  Also, I do not put weapons on Onslaught's small mounts anymore, since none of the weapons there have sufficient range.

Armor skills would be nice, but there is no way I would get those with the save I have, due to points sunk in colony skills.  For the game I have, it is too late, and I am in no mood to replay the (current release of this) game just to grind and respec the character (for all combat and no industry) and go through more babysitting torture.

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Since Onslaught has only 1000 dissipation you have to choose weapons accordingly.
This is a thing I do not like about Onslaught's design.  It has three heavy mounts, but it does not have the dissipation to use them!  I see heavy mounts, along with the plethora of other mounts, and I should be able to mount and use heavy weapons decently enough.  But Onslaught cannot.  Better if it did not have heavy mounts.  Conquest and Paragon can use their heavy mounts.  But Onslaught, I mount one good heavy weapon on it and it cannot use anything else.

P.S.  I would not mind having high flux use if I can vent spam, but that does not cut it for AI use or any tough battles like Ordos where enemy can easily punish in recent releases.  In some older releases, I could flux cap quickly, vent, kill a few ships, flux cap quickly, vent, repeat.
« Last Edit: January 08, 2020, 10:21:41 AM by Megas »
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Morrokain

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #109 on: January 08, 2020, 10:42:29 AM »

We all have thoughts on how carriers should fit into the the tactical battlefield. You don't get to say how others misunderstand how they should. What I am interested is in how carriers are used in the game and how they can or should be used. Same as with all fighters and with frigates and battleships. I'm not particularly interested in your personal interpretation of inaccurately perceived historical roles of ships and your assignation of such. In game there are frigates intended to fight fighters, frigates that are brute force and capitals which are "tactical combat vessels". Your personal interpretation of ship hulls and their roles does not matter. Fighters countering frigates contributes to the feeling that frigates are nearly worthless in the later game.

Alpha strike in common gaming parlance refers to a first and sudden high damage attack. You can see that usage constantly all over the forum, referring to missiles like Reapers or ships like Harbinger or Aurora, so I don't know why you are acting so confused for. Using it to describe variable damage over time that could extending all the way till the battle ends is the very opposite of that. I am not interested in discussing etymology to be honest. We are playing a game, not playing a specific military arm of a specific side in a war 40 years ago; it shouldn't really need to be said which usage is which.

Wow, I can feel the salt through the computer screen. Look, I'm not trying to get too deep into history or anything. I know its off topic and we are playing a game, I was just responding to others' posts. As far as the original post- that was not just a historical reference, that was mostly a gaming reference. The best military games or space games I've played that handle the "carrier conundrum" use that design:

- at least traditionally in these types of games.

Also, just to be clear, I understood what alpha strike was in gaming parlance and was using it both ways with the limited ammo suggestion because you brought it up. Remember? If you didn't want to get into an etymological debate then why did you start one?

If you are concerned for the" initial" damage of the strike for the viable duration the craft can stay on target, "alpha strike" is kind of the opposite of that in common gaming parlance.

At this point it feels a little antagonistic. You have also used the word "inelegant" to describe other peoples' suggestions. That is not very courteous. (I was going to let that go, btw). I get that you are passionate. I am too. I am trying to keep this debate as civil as I can and no, I am not trying to force my "worldview" on history or anything on anyone. I am trying, very hard, to solve the problem using all the resources at my disposal and giving every suggestion a fair chance in my personal evaluation. I'm also not arrogant enough to assume my personal opinion means more than anyone else's, but if I do not say what I think and the changes down the road feel bad to me, I will only have myself to blame. See what I am saying? I am not trying to fight- just debate. I have 8 years of experience tinkering with fighter design in this game. If I don't use that experience and lessons to give my opinion here when the question is asked, that would be a waste. I have absolutely no doubt that some, or maybe even plenty, of people think some of my more radical design changes that I've implemented are bad or not to their liking. That's fine, but it can at least serve as solid evidence one way or the other.

Limited ammo is not variable damage. It's fixed. That was the point- so it is calculable (unlike now) during the "best case scenario" where no strike craft dies to PD. I brought up the military term because it better described the non-limited ammo situation- though certainly not perfectly and admittedly the use of the Alpha Strike vs time analogy doesn't make a lot of sense considering the term, but how else do I describe it?

FWIW I understand and appreciate your concern with frigate combat becoming obsolete. I am trying to help solve that too- just not at the expense of fighters becoming bad again.

I even (genuinely I might add) asked you what your ideas were on stat changes:

Ok then, I'm open to your interpretation though I don't agree right now. Give me an example of how that would operate once implemented. What is your "vision" (be as specific as possible) of how stat changes will solve these problems?

Instead of taking the opportunity to state your case, I get this?

------------------
@lucky33

Sorry, I mean't to say "strike craft" or "aircraft." I sometime use "fighters" as a catch-all to mean "things that come from a carrier." Its a bad habit.

Thats much better.

*snip*

I'm completely ok with our current state of the attack capabilities of the strike craft. Since they have limited ammo their dps is limited too based on the range. Thats balanced. My problem is anti-ship capabilities of the fighters.

Yeah that really was my fault for the sloppy wording.

Overall, though, I think we are on the same page as far as design intentions. Now its just a matter of "can it be done and how much work will it be?"
« Last Edit: January 08, 2020, 01:26:21 PM by Morrokain »
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Lucky33

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #110 on: January 08, 2020, 11:03:20 AM »

@Megas

You could use officers with the armor skills.

HNs are barely flux efficient against Remnants. And, as I said, they choke you.

Of course you dont have enough range. Because you cant use burn drive to close the range since you dont have hp to spend. But the trick is to get into melee. In a 5 sec burst, HMG deals about the same amount of damage to shield as HN. For half the flux and they require only 60 of it for their "burst". Compair that to HN's 1200. Melee variant will not stop firing only because it close to max flux.

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It has three heavy mounts, but it does not have the dissipation to use them!

It has caps to use them. And armor to not waste it for protection. Oh... You dont havy any. Such a shame.

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But Onslaught cannot.

It perfectly can. I'm typically running 3 Hellbores. Problem of the whole ballistic weapons system is the lack of 750 dps close range large HE weapon. Chaingun can do 600 and this makes everything else unneeded for Onslaught. Hellbores are good for widening gap made by the Reapers but thats it.

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but that does not cut it for AI use

https://fractalsoftworks.com/forum/index.php?topic=17496.msg276083#msg276083

Quote
In some older releases, I could flux cap quickly, vent, kill a few ships, flux cap quickly, vent, repeat.

It works just as good. Just remember to keep vent time at about 5 sec or less.
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Lucky33

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #111 on: January 08, 2020, 11:08:14 AM »

Overall, though, I think we are on the same page as far as design intentions. Now its just a matter of "can it be done and how much work will it be?"

You tell me.
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Morrokain

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #112 on: January 08, 2020, 11:23:26 AM »

Overall, though, I think we are on the same page as far as design intentions. Now its just a matter of "can it be done and how much work will it be?"

You tell me.

Well, I think the limited ammo to fighters would go a long way and that is trivial.

Ideally I would want the guns on fighters/interceptors to be weak to ships somehow. Also trivial, but others really don't like the idea of separate weaker weapons on fighters or hullmods improving damage to strike craft. Removing weapons to reduce damage has been suggested.

The big unknown:

It's the AI changes to interceptor attack orders that is the question on workload and I can't speak to that. To prevent a complete overhaul back to .8 or something new, the best way I can think of implementing this concept in the new system is to separate out the carrier "Fighter Strike" command into a ship attack variant that stays the way it is now- and a "counter incoming strike craft" variant that can only be used on ships with flight decks. This attack could either still send the carriers' bombers/assault fighters to target the enemy ship alone, or leave them safely back with the carrier. Whatever feels better. The interceptors and anti-fighter fighters, though, would pursue that target's strike craft (bombers having priority as targets) relentlessly even at the carriers docking bays until the command is canceled.

*EDIT* Hmm, thought about this a little more. What if... the two commands were independent toggles that could either be stacked on one target or separated out onto two separate targets?

"Intercept Strike Craft" would send interceptors and anti-strike-craft fighters to target strike craft as described above, "Bomber Strike" would send bombers and assault fighters to attack the ship itself. Support fighters, erm, off the top of my head would probably escort bombers during "Bomber Strike" but that is debatable.

The benefit to this would be to increase the ability of using tactics while flying a carrier (including AI ships very importantly) whilst keeping the vast majority of the current system intact. It also promotes diversity in carrier strike craft builds for the player (to increase the ability to use tactics that is still reliant upon actually piloting the carrier yourself) and even if the AI cannot be made to do this on their own (seems like they should be but not an expert there) the player's specific commands in the tactics screen allow the player to direct the battle tactics of fighter deployments more easily and would even increase the value of command points as a nice bonus. (Operational Command hullmod has more usefulness now.)

Some important details/suggestions for implementation:
Not having strike craft of the appropriate type would result in the command being unavailable with a popup explaining why upon mouse-over in the tactics screen. Pressing Z while targeting a fighter issues a "Intercept Strike Craft" order on the fighter's carrier while targeting a ship itself defaults (selecting a "Bomber Strike" while interceptors, etc have their own orders would not override them) to both commands but interceptors/fighters can be manually disengaged by issuing another Z press on a strike craft. Pressing Z without a target returns all bombers first, and a second press returns all fighters. If no orders are currently active for the player carrier and they press Z without a target, all strike craft pick their own targets.

Pressing Z on an allied ship results in only the interceptors, etc coming the the ship's aid to escort it, but bombers, etc would be retained in order to still be able to provide an unescorted sortie if that was desirable to the player.

To me, this feels like the most intuitive way of handling the details of personally flying a carrier without creating a new hotkey and still allowing for two separate strike craft commands in the tactics screen.

Give carriers two separate OP pools for fighters and for itself. Make these OP pools able to be exchanged for the other at a 2:1 ratio or something like that. So a carrier with 40/60 OP who only uses 38 OP for fighters gets 61 OP points to use for itself. The point of this would be that carriers across the board can get more OP (because they need it). At the same time, fighters can still be made weaker.
What about setting a max op per hanger bay?  Separate from the weapon, vent/cap, and hull mod general pool.  Say, 30 OP per bay for the astral, and maybe 24 OP per bay for the heron.  This will limit smaller carriers to fielding smaller fighters.  If you elect to load smaller fighters than the max bay size, shuffle the leftover hanger OP to the general OP pool at a balanced ratio, or even at a variable rate as you move more hanger OP into the general pool.  This gives a design choice to put less fighter power in return for diminishing increase in regular warship capabilities.  You can have your close combat Astral with an all mining drone loadout.

Maybe create a hull mod that adds hanger OP and allows smaller carriers to field larger wings.  Or a hull mod that removes a hanger bay in return for increasing the OP size of the remaining bays.

It'll require a bit more balancing but will add more design freedom with additional constraints on the maximums.  Not sure how to balance it against drover/sparks spam but it'll give us a few more ways to nudge it into balance.

I think these have potential to be a good solution. I'll mull it over at work today.
« Last Edit: January 08, 2020, 02:21:25 PM by Morrokain »
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Morbo513

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #113 on: January 08, 2020, 03:51:42 PM »

My problem is anti-ship capabilities of the fighters.
This is half of what it boils down to for me.  I feel like the strongest fighter weapons should do negligible damage to frigates+, while only bomber weapons should be anywhere near on-par with those used by regular ships.

To this I would propose a pair of different armour/hull and damage types for fighter hulls and weapons. This means they can be balanced against one another, but nerfed against frigates+ - as well as allowing for more specialised anti-fighter weaponry for the larger ships. Ie a fighter's weapon would do 100% damage against fighters (then kinetic/frag/HE factored), but 30% to frigate+, while bombers' primary armament would do 100% to frigate+.

The other half is that most bombers and many fighters are a practically limitless supply of dangerous missiles, that would otherwise be severely limited as regular ship-weapons for the same OP.



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Lucky33

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #114 on: January 08, 2020, 07:16:12 PM »

Ideally I would want the guns on fighters/interceptors to be weak to ships somehow. Also trivial, but others really don't like the idea of separate weaker weapons on fighters or hullmods improving damage to strike craft. Removing weapons to reduce damage has been suggested.

Well. You can also remove flux dissipation on fighters. Like, entirely. No dissipation - no staying power. Fighters are forced to return for recharging.

It's the AI changes to interceptor attack orders that is the question on workload and I can't speak to that.

I dont speak Java so I'm of no help here.
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Plantissue

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #115 on: January 09, 2020, 05:06:37 AM »

Morrokain, I apologise if you feel like I am being antagonistic. Perhaps "inelegant" isn't the exact right word, but I did try to use words like complicated, simplier, to easier to understand afterwards to explain what I meant. If for example, you view fighter weapons as too powerful, instead of have fighter weapons do half damage, causing a visual discreptancy for what is occuring on the battle, why not simply half the number of weapons on that fighter, or change a dual light machine gun into a single machine gun, or halve it's rate of fire as with some pre existing missile weapons, would that not keep the visual feedback and have the exact same aim? After doing that, if for some reason you want these fighter weapons to do just as much damage to other fighter type fighters, you can half their HP/shield. Sure fighters will die faster against weapons on ships, but that's also ties into that some people also view some fighters as being tough, so it stands as a suggestion on its own. Afterall, in the end pilums didn't get "solved" by hard to communicate visual discreptancies or with a change in AI programming, but by lowering their HP.


Anyways, all this belies that the most dangerous anti-frigate fighter isn't any of these fighters like spark or thunder or talon spam , but is the Longbow and Dagger. Of course that is somewhat balanced out that it costs much more OP than just about every other fighter.
« Last Edit: January 09, 2020, 06:08:24 AM by Plantissue »
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Morrokain

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #116 on: January 09, 2020, 02:52:50 PM »

Morrokain, I apologise if you feel like I am being antagonistic. Perhaps "inelegant" isn't the exact right word, but I did try to use words like complicated, simplier, to easier to understand afterwards to explain what I meant. If for example, you view fighter weapons as too powerful, instead of have fighter weapons do half damage, causing a visual discreptancy for what is occuring on the battle, why not simply half the number of weapons on that fighter, or change a dual light machine gun into a single machine gun, or halve it's rate of fire as with some pre existing missile weapons, would that not keep the visual feedback and have the exact same aim? After doing that, if for some reason you want these fighter weapons to do just as much damage to other fighter type fighters, you can half their HP/shield. Sure fighters will die faster against weapons on ships, but that's also ties into that some people also view some fighters as being tough, so it stands as a suggestion on its own. Afterall, in the end pilums didn't get "solved" by hard to communicate visual discreptancies or with a change in AI programming, but by lowering their HP.


Anyways, all this belies that the most dangerous anti-frigate fighter isn't any of these fighters like spark or thunder or talon spam , but is the Longbow and Dagger. Of course that is somewhat balanced out that it costs much more OP than just about every other fighter.

Thank you my friend. :) And thank you for the details of your concerns. That helps a lot for me to try and help solve them.

Quote
Sure fighters will die faster against weapons on ships, but that's also ties into that some people also view some fighters as being tough, so it stands as a suggestion on its own.

Consider two things:

1) The AI changes I'm advocating will mean fighters/interceptors are often not actually fighting the ship- they are protecting bombers or engaging other bombers elsewhere. That alone reduces their anti-ship threat even to frigates. But that certainly is not enough.

2) If fighters are too tough, I get that simply weakening defensive stats would help, but:

Quote
causing a visual discreptancy for what is occuring on the battle

If this is your primary concern with built in fighter weapons causing less damage (they would have (Fighter) after them or a completely new name to prevent confusion with warship weapons), then I have a potential solution that seems to convey the message viscerally that is also not very dev intensive. I'll get to that in a second.

Firstly though, I think the immediate objection to implementing separate, weaker weapon statistics for built in fighter weapons is conveying this information to the player when planning builds in the refit screen or trying to gather tactical info when examining an enemy fleet. Iirc, I think Alex plans to let fighter weapons be visible in the UI so that the stat details can be seen when planning builds, etc. Would that help?

But, for the idea of viscerally intuitive combat learning, all you have to do to convey that is reduce bullet size by 50% (It's a bit of extra work because you would copy paste the projectile files of each fighter weapon from their counterparts' projectile files, modify their size stats or reduce the size of their bullet sprites, and link them back to the fighter variant of the weapon.) This lets the player know in an intuitive way that "ok, fighters use weaker weapons than warships and basically can't do much to them as a result"- yet: That is only ok as long as fighters and interceptors focus upon their proper targets- bombers and assault craft. If not, they become virtually useless and mass bombers will become the only viable strategy.

Quote
why not simply half the number of weapons on that fighter, or change a dual light machine gun into a single machine gun, or halve it's rate of fire as with some pre existing missile weapons, would that not keep the visual feedback and have the exact same aim?

I'm not sure this will be enough to reduce the effectiveness of mass fighter spam. Maybe, but conceptually it does nothing to really solve the complexity of that problem. Yes, it might be enough if both that nerf occurs and their is also a reduction in defense stats, but if the AI changes are not also added into the equation, it will only translate to: Never use fighters unless they have flares to cover bombers.

I don't think that's what we want. That reduces all the variety of that strike craft role to a single ship system. That would be a shame, imo.

On the other hand, limited ammo, or:

Well. You can also remove flux dissipation on fighters. Like, entirely. No dissipation - no staying power. Fighters are forced to return for recharging.

Really the same thing but a different way of implementing it- that would help in the concern quoted below when combining it with the concept of slow and vulnerable carriers that can only defend against minor swarm threats through their assault weaponry or defend against enemy strike craft with their PD- and even then not indefinitely. Battlecarriers can go "toe-to-toe" with a hullsize lower or a lighter variant of the same warship role (by hullsize). This, again, helps to solve the problem of:

The other half is that most bombers and many fighters are a practically limitless supply of dangerous missiles, that would otherwise be severely limited as regular ship-weapons for the same OP.

So, why does all of this extra effort and detail matter? Back to:

Quote
Sure fighters will die faster against weapons on ships

Are you familiar with the "butterfly effect"? This kind of effect in game design terms represents that concept. We have already discussed this, actually, in Swartz' concern that increasing PD effectiveness will nerf missiles and cause only more and more cascading changes to get the balance back into equilibrium. I'll give a concrete example from my own lessons of trying this idea out in order to better explain my thought process.

Scenario:

The enemy carrier is screened by two destroyers and I have two destroyers available for my defensive screen as well. I have a superior advantage in fighters, while my enemy has only a single fighter wing and has then dedicated the rest of their focus to bombers. The engagement begins:

If fighters are just weak to ships in general as far as defense is concerned, then the clash in the center when the two waves meet is irrelevant according to the current system. Let's say each carrier has 4 bays. 1 Fighter:3 Bombers vs 2 Fighters:2 Bombers.

The fighters take potshots and minor losses as they pass each other and obviously the 2:1 ratio means that my fighters probably fare better in the exchange. Does that matter, however, when they meet the two destroyers guns and get obliterated? Now my two bomber wings get through the destroyers, but- my enemy had three bomber wings. Let's say that, again, when passing by each other, my fighter advantage reduced one bomber wing by half (That's not even guaranteed considering the variance of distance between the two forces. If my fighters happened to meet the bombers at the enemy destroyers, for instance, they would have no effect whatsoever and would be a complete waste of OP- buildwise.) Even still in the case that does not happen, my enemy has the "bomber advantage" in the end and likely does more damage to me- even though I tried to better specialize in "anti-bomber" tactics at the expense of less strike capability. It completely kills fighters' viability to simply nerf them like that. More complexity is likely a requirement in this case to solve the important nuances- but that doesn't mean it has to be unintuitive or even necessarily a massive dev effort not withstanding the unknowns.

I want to be clear, however, that this concept doesn't mean stat changes aren't warranted in specific cases, such as:

Quote
Anyways, all this belies that the most dangerous anti-frigate fighter isn't any of these fighters like spark or thunder or talon spam , but is the Longbow and Dagger.

I can't speak to that. Those are fixed damage strike craft, conceptually, so adjustments there are not the focus of my concerns. You may be valid there. What I am debating is that stat changes in and of themselves won't be enough to solve the underlying problem when considering the above complications.

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Afterall, in the end pilums didn't get "solved" by hard to communicate visual discreptancies or with a change in AI programming, but by lowering their HP.

See, I don't think they were "solved" at all- at least not in the concept of mass spam. I think their mass spam was nerfed by HP reductions at the expense of their overall viability compared to other missiles. Their only competitive edge at this point is a much larger ammunition storage and regeneration of that ammunition for increased staying power. See the comparisons?

You can't leverage that balancing mechanism against fighters because they all regenerate.
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DatonKallandor

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #117 on: January 10, 2020, 06:05:14 PM »

Well. You can also remove flux dissipation on fighters. Like, entirely. No dissipation - no staying power. Fighters are forced to return for recharging.

Well the problem there is that it does basically the same thing as limiting ammo, except it screws over shielded fighters entirely and also the AI wouldn't know that returning to carrier because of high flux is a thing - but the AI very much DOES know that running to carrier because no ammo left is a thing.
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Morrokain

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #118 on: January 10, 2020, 06:24:11 PM »

Well. You can also remove flux dissipation on fighters. Like, entirely. No dissipation - no staying power. Fighters are forced to return for recharging.

Well the problem there is that it does basically the same thing as limiting ammo, except it screws over shielded fighters entirely and also the AI wouldn't know that returning to carrier because of high flux is a thing - but the AI very much DOES know that running to carrier because no ammo left is a thing.

The AI only seems to know that for missiles IIRC. But making it recognize gun ammo probably wouldn't be a far extension of that.
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Lucky33

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Re: Balancing fighter swarms with out nerfing fighters
« Reply #119 on: January 10, 2020, 07:51:58 PM »

Well. You can also remove flux dissipation on fighters. Like, entirely. No dissipation - no staying power. Fighters are forced to return for recharging.

Well the problem there is that it does basically the same thing as limiting ammo, except it screws over shielded fighters entirely and also the AI wouldn't know that returning to carrier because of high flux is a thing - but the AI very much DOES know that running to carrier because no ammo left is a thing.

I'm completely OK with the problems of the shielded fighters. For me its a nice feature and not the problem.

If fighters will be used as an addition to the strike groups they will be returned with the rest of the group. AI knows that much. AI dont know how to intercept on its own so the capabilities of AI controlled carriers o intercept are of no concern without fixing that inability first.
On the other hand the ability to create the free roaming deathball of fighters is deemed as a problem in need of fixing. If someone is to do the good old Drover/Spark spam only to find that the only way to recharge Sparks is to get them destroyed... What can I say. Problem is fixed. No, its not an elegant solution but it gets the job done. And I cant help with anything what requires programming skills anyway. However if anyone will produce the better solution I'll support it.
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