Re: Weapons being billed as "will not shoot at fighters:
I'm sure you'll come up with more nuanced version but for me, if one rule was followed, I'd be very happy with such a tag.
*Any weapon that costs >300 flux/shot won't shoot at fighters.*
To be explicit: Mjolnir, Guass Cannon, Heavy Blaster, Plasma Cannon, Hypervelocity Driver, Hellbore, AM Blaster, Mining Blaster. (Heavy Mauler is about there, too, along with the Mk. IX. I'm not sure how you would look at high-flux beams like Ion Beam, HI Laser or, Tachyon Lance, but the Phase Lance is fine.) Outside of the Mjolnir, every other weapon is a high-damage, relatively slow-firing projectile that has little probability of hitting a particular fighter and would almost always be a Pyhrric victory even if it did.
I really don't think firing at fighters with high flux weapons that are unlikely to hit is more understandable than not firing. Firing a weapon and missing is actively worse than not firing so weapons with slow projectile speed/ low rate of fire/wind ups /slow turn rate are really not suited too shooting fighters down the majority of the time. If they're likely to miss, then you're just wasting flux.
I just don't think that's right - building up soft flux from firing weapons and building up hard flux from getting hit on shields are qualitatively different. (As Grievous was saying earlier.)
The AI manages which groups autofire based on flux levels and their flux use (there are considerable improvements regarding this in the dev build, btw), so weapon fire like this is a spectrum - it's not "always fire at fighters", but rather "the more flux it costs, the better the flux situation needs to be to fire at fighters (edit: or anything else)". That's a way better place to be than a hard "don't do this" flag, in the general case (with exceptions, for, well, anything exceptional).
Consider also that not all fighters are equal, and that having a lot of weapons flat out not fire at fighters really limits the design space for fighters. Any fighter that's more powerful becomes, well, even more powerful. I think it's even likely that this would be an overall *buff* for fighters.
For a quick example: using a Medusa with 2x Heavy Blasters, 2x Railguns, 2x IR Pulse, and 2x PD Laser (some changes in-dev, such as IR Pulse being better) vs a Condor with 2x Talon. And then the same test, just removing the Heavy Blasters, to simulate them not firing at fighters (it never gets to fire at the Condor, in any case, without an Eliminate being ordered). It's actually quite a drastic difference - the loadout with Heavy Blasters survives over an extra minute compared to the one without.
And this is a loadout that's *extremely* overfluxed - 2k+ flux buildup vs 600 dissipation. And, it's facing a constant stream of fast fighters - just about the worst-case scenario in terms of driving up flux use, not getting much of a break to vent/dissipate, and having a higher chance to miss. And yet, the AI manages to keep its flux below half for almost the entire fight.
Basically, using high-flux weapons on autofire vs fighters is a benefit, since the AI will use it when there's flux, and it'll stop when there are problems. I'm not sure how much of this is due to in-dev improvements to autofire management...
If you *don't* fire high-flux weapons vs fighters at all, you're wasting your flux dissipation, unless the lower-flux weapons build enough flux to fully consume the dissipation rate. And if that's the case, then the high-flux stuff will get turned off.
Another thought: what if the player could set weapon groups to have behaviors like 'strike', 'PD', 'anti fighters' etc.? That might let people have the control they want, and as long as there was a 'general purpose' setting that was default, I don't think it would be too much of a complication for beginners.
I think this is a dynamic, tactical decision, and not one that can really be made at ship loadout creation time. Managing autofire status based on flux levels and weapon flux use seems better.
Right, a IGNORE_FIGHTER is limited, but it will already help immensely with cruiser/cap-mounted spinal weapons, weapons with long chargeup, strike weapons with clips etc.
Yep, makes sense.
Now another thing that makes a lot of weapons vastly underperform against fighters is the turret rotation dampening while firing and cooling down. It was designed when the game was much slower overall: There were a lot less mobility systems, ships were slightly slower and fighters were a LOT slower. Maybe it should be toned down or removed entirely given the current balance of the game? Or at least there could be another weapon hint like NO_ROTATION_DAMPENING?
It's actually a turret rotation *bonus* when the weapon is not firing, btw. The value in the CSV is the rotatio rate, in degrees/second, for when the weapon is firing. IIRC the point of this bonus was to keep the while-firing turn rate relevant as a balancing factor for a weapon's effectiveness vs fighters and missiles, while not having the weapons be slow as molasses and take upwards of 10 seconds to just switch targets. If something turns slowly and underperforms vs fighters as a result, that's literally the goal, so if that's not desired, the solution is to up the turn rate.
Antimatter Blasters
The AB's delay makes it really hard to hit fighters.
Hmm - pretty sure it's not going to fire vs fighters due to being STRIKE.
Perhaps weapons that aren't point defence or specified as anti-fighter should fire only if there are no ships in range and if ship isn't gaining flux otherwise. This would result in periodic bursts of fire from all weapons or a constant fire from point defence and anti-fighter weapons.
Right, yeah - I think with the autofire flux management, that's more or less how it works!
An interesting idea would be to tie fighters range to fighter replacement rate, though perhaps not linearly. If fighters lost 25% range whenever fighter replacement rate isn't maxed out, it would make even relatively small losses have an impact, by either slowing fighter waves or forcing carriers to drive closer and hit you with their swords.
Interesting mechanically, yeah. I think it'd be a pain to convey the range to the player, for both their and enemy ships. When it's fixed, at least you can get a feel for it...