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Author Topic: Add something for ships with poor shot range and backward mobility  (Read 1245 times)

Megas

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Like a builtin hullmod (or skill or whatever) that adds more top speed when hard flux gets higher.  Sort of like what Energy Mastery does for damage, but for speed instead.

It would be for ships like Fury or even Retribution where it is easy to rush in but struggle to escape when the AI inevitably loses the flux war and gets stuck in a death trap of enemy keeping up and gunning down the outranged ship that cannot backpedal away fast enough.
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eert5rty7u8i9i7u6yrewqdef

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Re: Add something for ships with poor shot range and backward mobility
« Reply #1 on: July 23, 2023, 07:21:25 PM »

Like a builtin hullmod (or skill or whatever) that adds more top speed when hard flux gets higher.  Sort of like what Energy Mastery does for damage, but for speed instead.

It would be for ships like Fury or even Retribution where it is easy to rush in but struggle to escape when the AI inevitably loses the flux war and gets stuck in a death trap of enemy keeping up and gunning down the outranged ship that cannot backpedal away fast enough.
Shrike, Fury, and Odyssey need a rework to their system. As it currently stands all of them tend to flame out way too often due to overuse of their systems. The sheer volume of times I've lost or almost lost an Odyssey due to it clipping another Odyssey mid plasma burn is beyond insane.
However, before they didn't use their systems enough. There's no good A.I. fix to this as they'll either be too careful, or they'll flame out due to the ever-changing battle scape.
The ability to stop like burn drive, in conjunction with the ability to use their system less effectively in reverse is what's needed.

Beyond this, ships like retribution and nova do need some way of backing off faster, albeit far slower than their ability to engage. Also maybe give the pirates a retribution blueprint as it is very entertaining fighting a pirate armada that has a couple of them.
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Megas

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Re: Add something for ships with poor shot range and backward mobility
« Reply #2 on: July 24, 2023, 05:55:50 AM »

The problem is not so much the system as it is some ships that have plasma burn have terrible shot range and not-so-fast backward mobility.  Once they engage, they must overpower the enemy and win the flux war or else they probably spend the rest of their lives backpedaling then either dying or burning off too much PPT because they are outranged and cannot escape fast enough (unless they have Safety Override).

And it is not just those ships with Plasma Burn.  It is other ships with limited mobility and no good escape system, or one AI does not use competently (for escape), like Hyperion's Phase Teleporter.

For something like Fury, I take Safety Override not because of better flux stats, but because AI that will not drop shields needs the zero-flux boost to escape faster when AI gets scared from high flux and tries to run away like a dirty coward, and with its poor shot range, Safety Override does not hurt shot range much.

It was said that Safety Override may not exist in its current form later, so I cannot rely on Safety Override giving such ships enough speed to escape.  Also, capitals cannot use Safety Override at all in the first place.

As for Plasma Burn rework, it should have the option to let the ship burn backwards, or just change it to Aurora's Plasma Jets for the human high-tech ships.  Brilliant can get enough shot range to make Plasma Burn work.  It needs Plasma Burn to keep up with fleeing enemies, and it has 800+ range ballistics and beams to punish the enemy.  Human ships (Shrike and Fury) do not have enough range from pulse lasers or blasters.
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Sendrien

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Re: Add something for ships with poor shot range and backward mobility
« Reply #3 on: July 24, 2023, 06:14:17 AM »

Wow, I didn't realize that SO could get removed. In a way, that might be a good thing, in that it will be abundantly obvious how many ships are terrible and have been using SO as a crutch.

It would result in the total revamp of so many ships, IMO. For one thing, it will be obvious that there isn't a single viable high tech cruiser in the endgame (without SO). Eradicator will drop a few tiers in usefulness, not to mention all the frigates that will become shadows of their former selves.
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TaLaR

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Re: Add something for ships with poor shot range and backward mobility
« Reply #4 on: July 24, 2023, 09:26:05 AM »

A player piloted Odyssey can make decent use of Plasma Burn due to being a broadside. Come in at an angle, rotate while fighting, ready to retreat a few seconds after engagement started (even Odyssey can last that long, generally). You can also slingshot a volley from plasma cannons beyond their normal range during approach.

But smaller ships simply can't extract as much use from this system. All of them have frontal weapon setups, and smaller ships wouldn't work with broadside tank controls for player. Plus AI piloting lacks any nuance, AI just activates ship systems when their effect aligns with what the ship was going to do anyway, but never modifies behavior to utilize the system better.
« Last Edit: July 24, 2023, 10:56:34 PM by TaLaR »
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xenoargh

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Re: Add something for ships with poor shot range and backward mobility
« Reply #5 on: July 24, 2023, 05:26:13 PM »

I like this general idea.

I also want to be able to control side-strafe as a separate value to forward acceleration, both for Systems and Hull Mods.
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TheLaughingDead

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Re: Add something for ships with poor shot range and backward mobility
« Reply #6 on: July 24, 2023, 10:06:32 PM »

Wow, I didn't realize that SO could get removed. In a way, that might be a good thing, in that it will be abundantly obvious how many ships are terrible and have been using SO as a crutch.

It would result in the total revamp of so many ships, IMO. For one thing, it will be obvious that there isn't a single viable high tech cruiser in the endgame (without SO). Eradicator will drop a few tiers in usefulness, not to mention all the frigates that will become shadows of their former selves.
Hm, not sure I agree on SO being that useful on Eradicator or Aurora. Eradicator can utilize long-range medium ballistics, so the ship can perform on par with SO pretty well in longer fights (and likely survive more of them). Aurora's ship system really helps its mobility out so it doesn't need SO so much to enter or leave the energy weapon range band.
I do agree in general though that SO can kind of become the defining "build" for a lot of ships. It is really simple (too simple?) to build a ship for SO, and I agree that high-tech ships in general can benefit a lot from SO since they already have shorter-range weapons/lower PPT/higher speed so SO is just making them more extreme in the things they are good/bad at. I'll be happy to see the hullmod removed/reworked.
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BigBrainEnergy

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Re: Add something for ships with poor shot range and backward mobility
« Reply #7 on: July 24, 2023, 10:38:52 PM »

Higher flux translating into increased speed is a pretty elegant design, but I doubt we're going to see that outside of mods.
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Lawrence Master-blaster

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Re: Add something for ships with poor shot range and backward mobility
« Reply #8 on: July 25, 2023, 12:46:09 AM »

Just make it so that when you fire ballistic weapons it pushes the ship back B)
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Amoebka

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Re: Add something for ships with poor shot range and backward mobility
« Reply #9 on: July 25, 2023, 01:49:35 AM »

All of them have frontal weapon setups
Shrike and Fury are both left-sided, if you use guided missiles.
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TaLaR

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Re: Add something for ships with poor shot range and backward mobility
« Reply #10 on: July 25, 2023, 02:20:04 AM »

All of them have frontal weapon setups
Shrike and Fury are both left-sided, if you use guided missiles.

It's pretty much impossible to efficiently handle anything faster/smaller than Odyssey with keyboard tank controls. And you can't use offset turn to mouse style with any manual fire weapons (like Heavy Blasters, that can't be allowed to autofire flux-wise), it also causes issues with any but the widest omni-shields.

Also, Imo, guided missiles taking significant part of OP budget do not belong on any player ship. I want an efficient workhorse that can grind down many times it's own DP without running into ammo/PPT issues. Pure energy/ballistic or at least long lasting stuff like Reapers.
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Grievous69

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Re: Add something for ships with poor shot range and backward mobility
« Reply #11 on: July 25, 2023, 02:24:57 AM »

It's pretty much impossible to efficiently handle anything faster/smaller than Odyssey with keyboard tank controls. And you can't use offset turn to mouse style with any manual fire weapons (like Heavy Blasters, that can't be allowed to autofire flux-wise), it also causes issues with any but the widest omni-shields.
I actually find it comfortable, but the way I play is to let everything be on autofire except missiles, it's pretty easy to aim those. And when I am in a pinch I just press x to hold fire, since I'll probably have another assault weapon apart from the one in the medium mount.
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Amoebka

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Re: Add something for ships with poor shot range and backward mobility
« Reply #12 on: July 25, 2023, 02:41:58 AM »

It's pretty much impossible to efficiently handle anything faster/smaller than Odyssey with keyboard tank controls. And you can't use offset turn to mouse style with any manual fire weapons (like Heavy Blasters, that can't be allowed to autofire flux-wise)
Says the solo-afflictor guy, lol? Shrike without turn-to-cursor is very natural and easy to control, imo. For "manual fire" weapons, you don't actually aim them yourself. You put the group on autofire, then select missiles/group 7. When you want it to stop firing, you select the group to stop the autofire and just don't aim the gun. Mouse is for omni-shield only.
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TaLaR

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Re: Add something for ships with poor shot range and backward mobility
« Reply #13 on: July 25, 2023, 03:20:44 AM »

Afflictor is comparably easy to control though. Only 1 manual weapon group with all AM blasters centered to cursor, no shield direction to worry about, system roughly in sync with weapons (with Expertise). Most of the time you are under time dilation too, with only short bursts of pre-planned activity on each uncloak.

Shrike has way more things to juggle simultaneously to fight optimally.
« Last Edit: July 25, 2023, 03:43:46 AM by TaLaR »
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itBeABruhMoment

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Re: Add something for ships with poor shot range and backward mobility
« Reply #14 on: July 28, 2023, 06:05:36 PM »

This idea seemed interesting so I modded something like this into the game for testing purposes, but with a cool down system so ships with the ability can be caught. It basically gives the zero flux boost for 10 seconds if a ship goes over 50% hard flux with a 20 second cool down. I attached the mod to this post, it's implemented as a 0 dp hull mod named "Escape Burn".
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