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Author Topic: [0.95a] Combat Docking Module 001  (Read 857 times)

Harpuea

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[0.95a] Combat Docking Module 001
« on: April 02, 2021, 10:37:53 PM »

A module that allows certain player ships to land and repair on a nearby carrier. Currently refit time takes 20 seconds, repair full HP/Armor, refill all ammo, and restores Combat Readiness 20%. Featuring auto landing auto pilot if hull HP falls below 80%, CR falls below 40%, or ammo reaches 0. Controls will be locked during the final landing phase. If the carrier dies when the landed ship is inside, it too will die. A side effect and requirement is that the ship will have fighter class collision in order to actually land on the carrier.


WEBM Example

Purpose: I like playing small speedy ships in the early game. And by late game, they are made unviable. Now, there is a fighting chance if they are able to repair and re-arm. I have been play testing for a few months now, it is quite balanced and isn't over powered. You still need capital ships for serious fights like besieging a battle station.

How to use for player ship: Install the hullmod onto your ship and go into combat. If "Systems Critical"/""NO MUNITIONS"" status appears on the left hand side, then your ship is able to land if you turn on Auto Pilot* (Default Key: U). Be advised that the Landing Auto Pilot AI does not have threat evasion and will take the shortest path. Auto pilot works normally if the player ship status is normal.

How it works on allied ships: The AI behave normally until their HP, CR, and Ammo falls into the critical level and they will seek to land. If the AI is too far away from a carrier, you will need to spend Command Points and ask them to escort the carrier for the Landing Auto Pilot to activate.

Applicable to ship types: Shuttle, Courier, Drone, Scout, Corvette, Light Rig, Pinnace, and Einhander*(Player ship Auto pilot for Einhander can only be turned on from Command UI Screen, default key is TAB).

Known Issues:
-Drift if the landing happens too fast.
-Fighter Collision class break some weapons that does not target fighters.
-Refit time is very short if HP is full. (Feature?)
-Unknown result if the carrier retreats with the ship landed inside. Coded for, but untested edge case.

Special Thanks: Sundog, Ed (Repair Drones examples), and Dark.Revenant for all the utility codes.

Requirement: LazyLib

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Tartiflette

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Re: [0.95a] Combat Docking Module 001
« Reply #1 on: April 03, 2021, 12:09:56 AM »

Nice, I like that idea.

Possible suggestion (maybe you considered this)
Since it is for late game, how about instead of allowing some frigates with a specific hullmod to land on any carrier, even a frigate sized carrier should a mod add that, do the opposite and allow every frigate to land on a capital carrier with a specific hullmod only applicable on that size of ships.

The way I see it, that carrier hullmod would prevent to mount any wing, converting it into a dedicated "frigate" carrier.

Now I don't know which one would be more balanced. And to be fair, the later would probably break on so many modded ships!
« Last Edit: April 03, 2021, 12:17:08 AM by Tartiflette »
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IonDragonX

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Re: [0.95a] Combat Docking Module 001
« Reply #2 on: April 03, 2021, 06:39:49 AM »

Can I get a variation where you can't refit inside a Destroyer? It would make more sense to me to require a Cruiser carrier or larger. (I consider Cathedral larger than Capital)

Harpuea

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Re: [0.95a] Combat Docking Module 001
« Reply #3 on: April 03, 2021, 01:02:20 PM »


Nice, I like that idea.

Possible suggestion (maybe you considered this)
Since it is for late game, how about instead of allowing some frigates with a specific hullmod to land on any carrier, even a frigate sized carrier should a mod add that, do the opposite and allow every frigate to land on a capital carrier with a specific hullmod only applicable on that size of ships.

The way I see it, that carrier hullmod would prevent to mount any wing, converting it into a dedicated "frigate" carrier.

Now I don't know which one would be more balanced. And to be fair, the later would probably break on so many modded ships!

It would be nice to have a Mother Wolf to tend to Wolf frigates, but Tempests, Hyperions, and Omens are going to be a nightmare if they can rearm. Those phase frigates too. That's why I didn't take that broad stroke route. It's kind of pick and choose right now.

Can I get a variation where you can't refit inside a Destroyer? It would make more sense to me to require a Cruiser carrier or larger. (I consider Cathedral larger than Capital)

I see no purpose locking the player out of this play style until they buys a cruiser or bigger, which defeats the quest of extending your early game ship's life and place in the fleet. If you can afford cruisers and capitals, you are probably not going appreciate the lackluster firepower this brings. And it cost a lot to deploy a cruiser or bigger if you just want to rearm a few shuttle with torpedos in smaller fights. A light carrier is more cost effective. Plus, most of the ship types that can use combat dock are currently supposed to be smaller and less combat effective than normal frigates so in my head canon they can land on most standard LPCs carrier bay.
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Helldiver

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Re: [0.95a] Combat Docking Module 001
« Reply #4 on: April 04, 2021, 04:19:43 PM »

This has a lot of potential for frigate tender ships.
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