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Author Topic: Advanced fleet commands  (Read 4527 times)

Reshy

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Advanced fleet commands
« on: July 02, 2012, 10:43:55 PM »

In Combat:

Tactical Commands (Short/brief commands that cost no CP):

Disengage:  When given the 'Disengage' command the ship will back off from enemies and attempt get out of weapon range to vent flux and attack from another angle.

For the Kill:  When given this command the ship will rush the ship and try to get all of their weapons in range for a massive burst of firepower before backing off once flux gets too high.

Chase Down:  Similar to 'For the Kill' but involves getting very close to enemy ships, well within range and then firing a long burst at the enemy ship rather than shooting the second they get within range so they get the no flux bonus, thusly they also will not use their shield unlike for the kill.

Flank:  When given this command the ship will attempt to attack from the unshielded or least defended part of the ship.

Ram:  When given this command the ship will ram it's shield into another ship and then fire it's weapons when it bounces off.  (Ramming should be more effective too)




Strategic Commands (Commands that cost CP):

Focus Fire:  When ships are given this command they will focus as many of their weapons on this one specific ship as possible.

Support:  When this command is given on a friendly ship other ships will effectively escort the target, but much more loosely and more aggressively pursue weakened enemies.  It's intended for larger ships that don't have the mobility to escort but are good support ships (Like the Odyssey or Conquest which have most of their weapons on their flanks).

Avoid:  When a ship is affected by this command ships smaller than it will actively avoid fighting the ship until it is lifted or there are no other ships/unclaimed points on the map.

Ignore:  A ship tagged with this mark means that your forces will not attempt to destroy this ship, actively avoiding to fire upon it.

Patrol Routes:  Waypoints on the map can be specified in which the ships assigned to it will patrol along the circuit.



Out of Combat:
Formations (How your fleet comes into battle and how it attempts to stay in a strategic formation for optimum efficiency):  

The formation menu brings up all your ships along with a grid which simulates the line in which reinforcement spawn at.  When making a formation you can apply ships into an individual wing and chose where along your side of the field they will spawn, instead of all in the middle which is the default.  Ships that are part of a wing cost slightly less since they're organized versus the unorganized hasty deployment of reinforcements.  However a wing must consist of at least a few different ships in order for the bonus to apply, the more ships the larger the bonus (up to 25% less FP).  Ships in a formation can be brought out of formation if the entire cannot be paid for, but they will spawn in the middle and cost the regular amount of points along with disabling the wing bonus from the rest of it.  A wing will like fighters try to stay in a specific ship relative to the leader.  If you position them behind the leader, they will attempt to stay at it's rear, if positioned far off to it's side it will try to remain there, etc.  Wings also get orders as a single individual unit.  You can dissolve a wing in order to give specific orders to each one, but that prevents them from coming back together for the rest of the match.




Officer Tactics (How individual ships act without requiring micromanagement):
Aggressiveness:

Close Quarters  <In this state the ship will attempt to get all of their weapons into range without crashing into the other ship>

Mixed  <In this state the ship will keep more distance than CQ while attempting to get the weapons with the highest damage output in range>

Kite  <In this state the ship will keep at a long distance, as far as the longest weapon is and not close in except when out of range>


Resource Consumption (One for bullets, one for Missile):

Liberal  <In this state the ship will fire it's weapons as often as possible while capable of getting a hit.>

Mixed  <In this state the ship will fire it's higher ammo weapons liberally and it's lower weapons conservatively>

Conservative  <In this state the ship will not fire it's weapons unless the target is well within the weapon's range/Will only fire missiles when the target is very close to overloading or has point defenses knocked out>

Finisher  <Missile only, missiles will only be used when the enemy has overloaded or started to vent flux>



Proximity  (Applies when not in a proper formation):

Tight:  <In a tight state the ship will stay close to other friendly ships without directly crashing into them or being in the direct line of fire>

Standard:  <In a standard formation the ship will stay at a moderate distance from friendly ships and add a larger grace area to the firing arc of a friendly ship>

Loose:  <In a loose formation the ship will stay within visual range of nearby ships but at considerable distance and keep a large distance from the firing arc of a friendly ship>



Perseverance:

Conservative  <In this state the ship will avoid damage as much as possible, even on shields>

Low  <In this state the ship will back off if it's shield is nearly overloaded and actively avoid taking even minor armor damage>

Moderate  <In this state the ship will back off if it's taking armor damage and will disable shield before potential overload and tank on armor>

High  <In this state the ship will ignore all damage except for hull and attempt to stay in combat as long as possible>



Preservation:

Armorless  <In this state a ship will automatically back off and then retreat of armor has been significantly damaged even if there's no hull damage>

Minor  <In this state a ship will automatically back off and retreat if it has severely weakened armor and has taken at least 25% of it's hull in damage>

Moderate  <In this state a ship will automatically back off and retreat if it has severely weakened armor and has taken at least 40% of it's hull in damage>

High  <In this state a ship will automatically back off and retreat if it has little to no armor and has taken at least 70% of it's hull in damage>

None  <In this state a ship will not automatically retreat even if it has only a sliver of health remaining and no armor>



Flux Threshold:

Liberal  <In this state the ship will fire weapons pretty much with wild abandon, regardless of the flux build-up until it's nearly overloaded>

Adaptive  <In this state the ship will stop firing inefficient weapons when flux is at a moderate amount>

Conservative  <In this state the ship will only fire inefficient weapons when it's at no to very low flux and actively disable weapons in order to help flux vent>




Bug Fixes:

Assigning an assignment, then assigning a ship to carry it out doesn't take two or more command points.



Random Musing:

Give the Zero Flux bonus if the ship has no hard flux and shields aren't raised so ships can chase each other down more actively but not slow to a crawl the instant a PD fires down a missile.


Make ships that have fired missiles become 'seen' by the AI so that they go in the direction of the missiles instead of going one way while pilums are hitting it's oblivious rear.


Increase the amount of Tri-Tachyon ships, fighting them shouldn't be the only real supply of their ships.  Same goes with the Independents.


Prevent this kind of stuff from happening when there's a large fleet versus a very small one.


Make trading convoys act like trading convoys.  EG more interested in retreating and defending the cargo than capturing points or fighting, but start with all their ships on the field in a formation.  Combat capable ships should pretty much always be escorting the transports.  The transports by default should be trying to get through your lines without getting totally destroyed.  When ships are in the 'Escaping' stance they will act similar as if they are trying to break through the lines.  Defending ships have higher cohesiveness and try to fight ships one by one and aggressive ships act pretty much as they do now.


In addition, if you successfully destroy/capture the cargo ships you get all the cargo inside of them.


Make fighters not take up fleet space unless they exceed the hanger's carrying capacity.


Make Hegemony and Tri-Tachyon sell ships gained from either side to their station, so there's more ships for sale and it shows that neither faction is really willing to use the other's technology to help them win.


When no weapon is within range, baring slow moving projectile weapons such as the Pilum ships should drop their shield to help vent flux.
« Last Edit: July 04, 2012, 08:24:07 PM by JamesRaynor »
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UUolf

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Re: Advanced fleet commands
« Reply #1 on: July 27, 2012, 03:51:15 PM »

I believe this will certainly add a lot to the game, and that this should get implemented.
« Last Edit: July 27, 2012, 03:55:17 PM by UUolf »
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Woof

Reshy

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Re: Advanced fleet commands
« Reply #2 on: August 12, 2012, 01:29:03 PM »

I believe this will certainly add a lot to the game, and that this should get implemented.


Well I certainly hope so, the AI can only do so much on it's own.  More control over what it does would help.
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CrashToDesktop

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Re: Advanced fleet commands
« Reply #3 on: August 12, 2012, 02:18:22 PM »

All sound prospective, but really aren't needed.  I do agree with the factions selling captured ships to stations, though.
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MatthewJMimnaugh

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Re: Advanced fleet commands
« Reply #4 on: August 18, 2012, 08:17:38 PM »

Good ideas.  Another out of combat command might be "Replenish Ammunition," where the ship does so, disabling weapons for the time it takes to fill the magazines, each weapon having a different cool down.  This might make missile weapons a bit too powerful, but with a long enough cool down time, it could make battles longer and interesting. 
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GUNINANRUNIN

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Re: Advanced fleet commands
« Reply #5 on: August 18, 2012, 10:03:04 PM »

I don't think so friend.
Some of these commands are much too specific to micromanage, such as the officer directives.
The current options could very well use a hefty bit of tweaking to get the AI to respond as desired but I honestly don't believe that more is the proper solution in this particular situation.
« Last Edit: August 18, 2012, 10:08:09 PM by GUNINANRUNIN »
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Reshy

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Re: Advanced fleet commands
« Reply #6 on: August 19, 2012, 02:35:37 PM »

I don't think so friend.
Some of these commands are much too specific to micromanage, such as the officer directives.
The current options could very well use a hefty bit of tweaking to get the AI to respond as desired but I honestly don't believe that more is the proper solution in this particular situation.


Why not more?  Part of strategy is controlling your army to victory, while in starfarer you're not allowed to give direct control you should be given enough control to make commands actually make it or break it instead of just which fleet has the better ships.
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GUNINANRUNIN

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Re: Advanced fleet commands
« Reply #7 on: August 19, 2012, 06:37:42 PM »

I don't think so friend.
Some of these commands are much too specific to micromanage, such as the officer directives.
The current options could very well use a hefty bit of tweaking to get the AI to respond as desired but I honestly don't believe that more is the proper solution in this particular situation.


Why not more?  Part of strategy is controlling your army to victory, while in starfarer you're not allowed to give direct control you should be given enough control to make commands actually make it or break it instead of just which fleet has the better ships.
I see what you mean.
If Alex had a crack at it I'm sure he could make it work! :)
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Gaizokubanou

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Re: Advanced fleet commands
« Reply #8 on: August 19, 2012, 08:39:22 PM »

Additions that would fit well into Alex's idea of micromanagement-less fleet control would be...

Formation, the loose/standard/tight formation order.

Altering ship specific behavior, like being over cautious for carriers or aggressive for assault ships.

Otherwise, I think many of suggested commands are way too specific (especially the in-battle commands) and at that point why not just have RTS style control implemented?  I would actually like RTS style control but Alex made it clear that it wasn't going to happen though.
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