* Wasps cost too much - 9 compared other fighters' 2 or 3.
* Frigate swarms are still viable and may be even more effective than before...
This is particularly true in the case of the Wasp vs. the Hound. One formation of Wasps uses 9.0 supplies/day, and 9 crew. You can field almost the same number of Hounds for that kind of logistics. One Hound is 1.0 supplies/day, but requires 10 crew. I haven't actually tested this but I would surmise that you could have 6 or 7 hounds + 60 to 70 crew for the same logistical impact as the one wasp squad. That feels pretty ridiculous. Wasps should impact logicistics less. So should the Talon interceptors. They're so pathetically weak, yet cost 4.0 supplies. I feel they should impact logistics like 0.5 or 1.0 given how weak they are. I don't mind the supply cost, it's the logistical impact. It should be analogous to the deployment points or something. I dunno.
Thoughts, Alex?
Yeah, it's out of whack. My intent was to make fighters a more expensive proposition to counter the fact that you basically can't lose them - and also to account for the fact that CR recovery for fighters *also* includes repairs, which fighters don't need.
So fighters aren't as supply-intensive as the daily cost indicates - but, I think, the bigger issue is that they take a huge chunk of the logistics rating. I can see at some point adding a character skill for fighters that reduces their impact on logistics without altering the supply consumption.
As is, though, I'll adjust the values for 0.6.1a. Probably not to the level of frigates - since fighters do have some advantages - but a good bit less than they are now. Wasps in particular, ah. I'm not sure what I was thinking, probably just failed at multiplying by 6
Quick question, why has "A" for quick-repair gone away?
More or less an oversight when redoing that dialog to use the new framework. Added it back in.
I see neutral traders in my sector. Does the AI find modded systems itself? Will pirates enter modded systems?
That's awesome, Alex! I was afraid this had to be scripted per every mod.
It might have to be, actually - not sure what's going on there. They'll pursue stuff through jump points; that's probably it. I wouldn't expect pirate fleets to specifically go raiding in a modded system without being given that "assignment" when spawned, though.
Loving the update. especially the sounds now. But this CR thing has to be fixed. Player controlled ships sputter out way too fast. Extend it or just get rid of it. Making it less fun IMO.
Thanks! (As far as CR, there are lots of aspects to it, so I can't really respond without more detail. All I can say is that it'll definitely see some tweaks, and it'll also definitely stay in the game.)