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Author Topic: Fleet Encounter Mechanics, Part 2  (Read 56540 times)

Auraknight

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Re: Fleet Encounter Mechanics, Part 2
« Reply #75 on: April 18, 2013, 05:32:19 PM »

I have one question:
In the blog post, during the fleeing phase,
what is to stop us from turning around and trying to fight off the other fleet?
IE: I have just re-spawned in a hound after a crushing loss. a pirate fleet with a hound and a talon fighter chase after me. I want to escape to my storage base to get my reserve ships, and crew, and not waste time here, so I select flee. they decided to chase.
Rather then bother with disengaging damage/further CR costs from fleeing, what if I decide to turn and fight the hound and fighter? any experienced Starsector player could easily win that, provided his luck wasn't horrible/had a weakend ship. What happens if I win? what if I drive the AI to fleeing? is that even possible? if not, wouldn't that mean some fleets would go intoflee mode, just so the AI wouldn't consider fleeing?
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PCCL

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Re: Fleet Encounter Mechanics, Part 2
« Reply #76 on: April 18, 2013, 05:41:37 PM »

Quote
What if the disengaging fleet is huge? Fleets beyond a certain fraction of the battle size can’t attempt to disengage – not maneuverable enough, let’s say – and have to fight. They can then attempt to disengage if they take enough losses.

I would think a hound vs a hound + a wing is too big to retreat
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naufrago

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Re: Fleet Encounter Mechanics, Part 2
« Reply #77 on: April 18, 2013, 06:46:03 PM »

Quote
What if the disengaging fleet is huge? Fleets beyond a certain fraction of the battle size can’t attempt to disengage – not maneuverable enough, let’s say – and have to fight. They can then attempt to disengage if they take enough losses.

I would think a hound vs a hound + a wing is too big to retreat

That's not really what he's asking. It's more a case of the player choosing to fight rather than flee when he chooses the Escape option. What happens when you win an escape scenario by killing off the enemy ships rather than escape off the top of the map? ...is what I think he's asking.
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PCCL

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Re: Fleet Encounter Mechanics, Part 2
« Reply #78 on: April 18, 2013, 06:54:10 PM »

ya, I think the idea is that fleets big enough to actually win won't be given the option to retreat.

that's just from what I read though. Maybe a nerf to retreating ships might be a good idea.
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icepick37

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Re: Fleet Encounter Mechanics, Part 2
« Reply #79 on: April 18, 2013, 07:26:49 PM »

I DO don't think it plays out like a normal battle. Is there an imbalance in this otherwise? If you escape or win, either way you'll get away mostly clean.

I guess you may have gamed the system in that they can no longer try and flee right?
« Last Edit: April 19, 2013, 11:31:56 AM by icepick37 »
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Gothars

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Re: Fleet Encounter Mechanics, Part 2
« Reply #80 on: April 19, 2013, 02:23:21 AM »

I have one question:
In the blog post, during the fleeing phase,
what is to stop us from turning around and trying to fight off the other fleet?
IE: I have just re-spawned in a hound after a crushing loss. a pirate fleet with a hound and a talon fighter chase after me. I want to escape to my storage base to get my reserve ships, and crew, and not waste time here, so I select flee. they decided to chase.
Rather then bother with disengaging damage/further CR costs from fleeing, what if I decide to turn and fight the hound and fighter? any experienced Starsector player could easily win that, provided his luck wasn't horrible/had a weakend ship. What happens if I win? what if I drive the AI to fleeing? is that even possible? if not, wouldn't that mean some fleets would go intoflee mode, just so the AI wouldn't consider fleeing?

Hi Auraknight :)

There is nothing to stop you from turning around and fighting, if you defeat your enemy will will have won the battle. It is still a unlikely scenario though, for these reasons:

- If you are considerably more powerful then your enemy he will not chase you but disengage, too. They also might just choose "Harry retreat" to weaken your CR
- When choosing to disengage you have to deploy all your vulnerable utility ships and not combat ready ships
- If you win a pursuit scenario as the escapee and some enemy ships escape, you can't pursue them in turn. Also it doesn't give you the usual after combat options to regain CP or get additional loot

So if you have enough combat strength to win, it was a mistake to choose "disengage" in the first place.
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Dekeon

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Re: Fleet Encounter Mechanics, Part 2
« Reply #81 on: April 24, 2013, 12:39:32 PM »

I understand the way you want to keep boarding from being an easy way to get new/more ships, and I was just wondering if hull mods/weapons could have an impact on boarding actions difficulty.

Will new hull mods be added to assist with boarding actions? Like assault shuttles for safer(somewhat) long range boarding or armored boarding tubes to punch through the hull for surprise boarding actions when you decide to move in close.

On the flip side, maybe enemy ships having certain hull mods would increase difficulty in boarding. I would imagine having Blast Doors would help resist a boarding action quite a bit. Also, tied in with my weapon idea below having Resistant Flux Conduits would render an Ion Cannon less effective in keeping systems shut down.

Also, could certain weapons being on your ship support your boarding actions? Maybe an Ion Cannon or some other strong EMP weapon keep the enemy ship from activating too many systems/keeping engines shutdown(they can't escape until they self destruct/get boarded/given up on).

These ideas are probably just dreaming on my part, but I think they would be cool.


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Silver Silence

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Re: Fleet Encounter Mechanics, Part 2
« Reply #82 on: April 26, 2013, 06:52:13 AM »

Will all these CR mechanics cripple any sort of play with one ship? A lot of this stuff seems to be based around a fleet, which so far, I've steered away from because something about my ships makes them incredibly thick headed, thinking they can take on a 5 on 1. Or keeping their shields up until flux is way too high and they can't vent without being crippled, then overload and get crippled anyway. So instead of buying a ship, fitting it, then losing it in the first fight I go into because the actions of my other ships can be summed up with this picture, I prefer to just fly one ship by myself because it's practically guaranteed I can fly it better than they can. For example, I don't raise my shields as soon as I see a ship, nor keep them forever raised when fighting. Most of my builds revolve around being flux-stable, or close to flux-stable without shields raised. Only time I raise shields is to take a torpedo hit, or similarly hard hitting attack. No, hellbores do not count as hard hitters and yes, I can fight level 4 fleets with a lone battleship and expect to win. That 0-25% "no flux" speed boost can go a helluva long way to avoiding taking hits. Before, my builds revolved around long range and using augmented engines. Now I can use augmented engines, unstable injectors, an ITU and cruise in battleships that can outpace flux-less Tempests. It's probably something close to broken, but isn't 90% of the fun in a game in finding a way to bend the rules? (No? Well it is for me, so there  :P) Sometimes I fly with fighters alongside my battleship, but only if my ship has at least two flight decks to alleviate fighters derping into combat with battleships. In a roleplay sense, I'd like to think of just the one mercenary captain and the men and women under them, ready to fight under any banner if the pay is good enough.
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JT

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Re: Fleet Encounter Mechanics, Part 2
« Reply #83 on: April 26, 2013, 08:02:56 PM »

I would say from a realism standpoint that yes, your lone wolf battleship will be S.O.L. That role is fulfilled with cruisers in reality, which are designed to be self-sufficient. If you can build up a cruiser similarly, you can probably employ it similarly -- with obvious reduction in the scale of enemy force it can handle. Battleships, however, require escorts and logistics chains.

The rationale behind "the AI sucks, let's not use it" is indicative of a problem -- poor AI -- that needs to be fixed, not indicative of trying to find a way to game the system. Going for a one-solution-fits-all answer undermines the diversity of the game and makes it unenjoyable, which was the whole reason that Alex introduced these mechanics in the first place: spending 30 minutes in a single battle with an overgunned lone wolf frigate is a hallmark of skill, but is also very, very boring. While a kiting battleship at least soaks up more hits and is a little more directly involved in the fight, it's the same problem with relaxed symptoms.
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PCCL

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Re: Fleet Encounter Mechanics, Part 2
« Reply #84 on: April 26, 2013, 08:32:34 PM »

Again, I think some ships should be relatively self sufficient, hopefully via a stat on the csv that can be modded

cruisers are usually more self sufficient than other military ships, I think, in accordance to the real navy, while capital ships are usually living, flying logistical nightmare (think a knight that's invincible in battle but can't really fight without 10 squires and servants behind him)

the exception to that, of course, will be the odyssey, which is said to be a lone-exploration ship by design.

basically what I'm saying is some ships would be relatively immune to the CR business even on solo, such as the odyssey, apogee and venture, while others would need freighters upon freighters of supplies to keep herself going throughout a lengthy campaign
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Re: Fleet Encounter Mechanics, Part 2
« Reply #85 on: April 27, 2013, 04:29:18 AM »

I'm really not looking forward to CR, it's overly difficult to understand for me. Too much micro management for me. I'm gonna try and mod it out as soon as possible
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NITROtbomb

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Re: Fleet Encounter Mechanics, Part 2
« Reply #86 on: April 30, 2013, 07:21:41 AM »

its just one of those things you learn then figure that its more or less an enjoyable aspect of the game. for example an RTS game with all the economy and Macro/Micro is hard to learn but the end result is a MASSIVE ARMY!!! so yea learning the hardstuff always has a positive outcome.
 ;D
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ValkyriaL

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Re: Fleet Encounter Mechanics, Part 2
« Reply #87 on: April 30, 2013, 07:44:56 AM »

I'm really not looking forward to CR, it's overly difficult to understand for me. Too much micro management for me. I'm gonna try and mod it out as soon as possible

sowwy, cant mod out hardcoded vanilla files. ;)
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Sproginator

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Re: Fleet Encounter Mechanics, Part 2
« Reply #88 on: April 30, 2013, 08:43:07 AM »

:(
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icepick37

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Re: Fleet Encounter Mechanics, Part 2
« Reply #89 on: April 30, 2013, 10:42:02 AM »

Just try not to think of it as micro? It's just something to be mindful of. Not something you really manage directly.
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