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Author Topic: Carrier stuff  (Read 583 times)

Doctorhealsgood

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Carrier stuff
« on: October 09, 2022, 06:13:27 AM »

I have been thinking about some stuff about carriers so maybe i should put it here to see of it something is a nice idea

Carrier OP is used as "DP" for the purposes of calculating skill diminishing returns.
Be it mining drones or trident torpedo bomber wings the current system effectively weighs their worth all the same because it just tracks fighter bays. This doesn't feel good to play around at all. To alleviate this issue i would suggest for carrier skills to instead track the OP value of the fighters used on your fleet so that way you are still disencouraged to spam a massive amount of fighters but you won't choke you. (For the purpose of not unfairly hurting the use of Converted Cargo Bays i would also suggest to track the unmodified OP cost too). Built in mining drone pods are not that much of an issue but ships with built in terminator drones might be concerning if they are "free" so an internal cost is probably necessary as now they have an OP cost of 0.

More support fighters
The only support fighters available to outfitted on your ships are the ultra budget mining pods and the premium xiphos and nothing inbetween. So it would be nice to have more options. (Bonus points if some of them are autonomous drones)

Going on a tangent what is the purpose of interceptors exactly? The name interceptor implies their purpose is against fighters and missiles and the like but they seem to rather go be a bit too agressive and go jump against ships leaving the poor carrier exposed to a torpedo or something. And it doesn't seem like they have the firepower or survivability to not die horribly against PD for the most part. I might be blind but i don't get why would you use them instead of a heavy fighter. They feel too situational in my eyes.

Uh i that's all i think. Maybe i edit this post a bit more if i come up with something else.
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Drazan

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Re: Carrier stuff
« Reply #1 on: October 09, 2022, 08:49:24 AM »

Love the OP tracking idea, might be to confusing and/or cumbersome to implement it but a good idea nontheless.

The thing about support foghters is that I would love to see a middle option, but sadly converted hangars + xyphos is already too strong and is only limited by the high OP cost of xhypos. If there was a medium support fighter which would do fluxfree damage and PD it would probably be auto include converted hangar on every ship.

I also dont really get the point of interceptors. They act very much like heavy fighters but they are not supposed to I think. May be fixed by tweaking their behavior a bit.
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SafariJohn

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Re: Carrier stuff
« Reply #2 on: October 09, 2022, 08:57:12 AM »

Interceptors rip up most frigates.

carrier skills [should] instead track the OP value of the fighters used on your fleet so that way you are still disencouraged to spam a massive amount of fighters

100 OP of Talon wings later.
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Brainwright

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Re: Carrier stuff
« Reply #3 on: October 09, 2022, 09:38:51 AM »

Going on a tangent what is the purpose of interceptors exactly? The name interceptor implies their purpose is against fighters and missiles and the like but they seem to rather go be a bit too agressive and go jump against ships leaving the poor carrier exposed to a torpedo or something. And it doesn't seem like they have the firepower or survivability to not die horribly against PD for the most part. I might be blind but i don't get why would you use them instead of a heavy fighter. They feel too situational in my eyes.

The only fighter that functions as an interceptor is the Thunder.  It's got super long range and works perfectly for either attacking wide-ranging enemies or supporting allies against enemy fighters.
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Thaago

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Re: Carrier stuff
« Reply #4 on: October 09, 2022, 10:32:41 AM »

I find the 300 speed range fighters/interceptors to work. Gladii in particular thanks to their flares and kinetic damage are good to mix in with others; Gladius + Talon is my 'budget' (only 8 OP for both!) interceptor group for much of the game as the Swarmers that Talons fire are actually pretty good at light anti-armor, but mixing in claws or sparks instead (or as wing 3) is good too. Thunders are the premium interceptors and their kinetic + ion cannon + speed/range makes them great support/lockdown but I find their total firepower to be a bit of a step down, so I need to mass a good number of them before I can send them off as efficient frigate slayers.
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Brainwright

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Re: Carrier stuff
« Reply #5 on: October 09, 2022, 12:31:25 PM »

I find the 300 speed range fighters/interceptors to work. Gladii in particular thanks to their flares and kinetic damage are good to mix in with others; Gladius + Talon is my 'budget' (only 8 OP for both!) interceptor group for much of the game as the Swarmers that Talons fire are actually pretty good at light anti-armor, but mixing in claws or sparks instead (or as wing 3) is good too. Thunders are the premium interceptors and their kinetic + ion cannon + speed/range makes them great support/lockdown but I find their total firepower to be a bit of a step down, so I need to mass a good number of them before I can send them off as efficient frigate slayers.

That combination I would just call "fighters."  They stay near the fleet and attack as if they were a frigate escorting the carrier.

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Doctorhealsgood

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Re: Carrier stuff
« Reply #6 on: October 09, 2022, 12:48:21 PM »

Love the OP tracking idea, might be to confusing and/or cumbersome to implement it but a good idea nontheless.

The thing about support foghters is that I would love to see a middle option, but sadly converted hangars + xyphos is already too strong and is only limited by the high OP cost of xhypos. If there was a medium support fighter which would do fluxfree damage and PD it would probably be auto include converted hangar on every ship.

I also dont really get the point of interceptors. They act very much like heavy fighters but they are not supposed to I think. May be fixed by tweaking their behavior a bit.
I mean it probably would be more tame stuff like those pd drones that ships like the prometheus had as a system or maybe weaponless drones with shield generators? Or i dunno maybe ones that are just glorified mines like the things kanta station has all over the place.
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Thaago

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Re: Carrier stuff
« Reply #7 on: October 09, 2022, 12:53:28 PM »

...

That combination I would just call "fighters."  They stay near the fleet and attack as if they were a frigate escorting the carrier.

In case you haven't tried it yet, I highly recommend putting carriers of the same type onto command groups and using them to take out enemy stragglers or reinforce specific allies. Fighters gain a TON of combat power from giving fighter strike orders and being able to coordinate 2-3 carriers worth of interceptors at one target with 2 button presses is really nice.
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