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Starsector 0.98a is out! (03/27/25)

Author Topic: fighters with 0 CR question  (Read 4285 times)

Vind

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fighters with 0 CR question
« on: March 08, 2014, 07:17:48 AM »

Can anyone enlighten me about how this must work currently in the game? Enemy fighters with 0 CR happily retreat without any visible damage or malfunctions.
In this case ALL enemy fighters escaped at full speed without any problems. I guess it can be randomness and all...
Also 0CR Broadswords and Piranhas shoot swarmers as usual. Magical ammo reserves at work.
« Last Edit: March 08, 2014, 07:35:05 AM by Vind »
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Aeson

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Re: fighters with 0 CR question
« Reply #1 on: March 08, 2014, 09:48:09 AM »

My understanding of the current system is that the CR of a fighter squadron represents the number of spare fighters available to that squadron which can be prepared rapidly enough to replace combat losses, rather than a system like ships have where CR represents how well-prepared the ship is for combat. So a zero-CR fighter group, like a zero-CR ship, should still have at least one fighter hull available, but doesn't have the ability to replace any losses sustained during the engagement.

The current explanation for the lack of malfunctions is more or less that any malfunction serious enough to cripple a fighter is probably also sufficient to destroy or permanently disable that fighter - unlike larger warships, fighters aren't going to have a secondary power generator to allow the craft to continue to function even if the main blows, because if the main blows the fighter's going to be gone, anyways.

As for the missiles:  I would find it easy to believe that it's much easier to give a fighter a full missile load, especially when it can land on a convenient carrier's flight deck, than it is to prepare an external missile launcher. The CR rules have a bit of a disconnect between what happens to fighters and what happens to ships, it is true, but to continue from earlier - if the CR state represents the number of spare hulls which can be readied for combat within the time represented by a single fight, then this would imply that the fighter group at 0 CR has at least one fighter hull which is combat-ready, or at least sufficiently close to being combat-ready that it could be deployed as such. Since there's only the one fighter or flight (because there are no spares and I can't recall if a 0-CR wing deploys the full 2-6 fighters of the wing or just 1 fighter), it's still not advisable to commit such a group to a serious battle, but there's still at least one fighter which can be made combat-ready in time for the fighting.
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Vind

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Re: fighters with 0 CR question
« Reply #2 on: March 08, 2014, 10:14:41 AM »

All these fighter wings at full armor and weapons so 0 cr means nothing to them combat-wise. Ships take hull and system damage at cr0 while fighters fly without any penalty?
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Megas

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Re: fighters with 0 CR question
« Reply #3 on: March 08, 2014, 10:42:12 AM »

Fighters used to malfunction from low CR in 0.6, which made them useless at low CR.  Not anymore.  CR only affects (speed and damage) bonuses for fighters.
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Vind

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Re: fighters with 0 CR question
« Reply #4 on: March 08, 2014, 10:51:01 AM »

Still deploying 0 cr fighters in battle without resources and with all weapons is magic overkill. It is as unrealistic as it can be.
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Ordanen

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Re: fighters with 0 CR question
« Reply #5 on: March 08, 2014, 11:57:40 AM »

When a fighter squad is at 0 CR, it has no more replacement chassis, kill the rest of the fighters in its group flying around and it's out of the fight, permanently.
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Alex

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Re: fighters with 0 CR question
« Reply #6 on: March 08, 2014, 12:35:02 PM »

Right, CR represents something a bit different for fighters than it does for ships - the number of replacement rather than exclusively the state the current fighters are in. Losing missile ammo also had some extreme effects (for example, torpedo bombers are totally useless when they don't have torpedoes), so it made more sense not to apply that to fighters.

There's also a bug (fixed now) that allows "crash mothballed" ships to fire their weapons.
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Vind

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Re: fighters with 0 CR question
« Reply #7 on: March 08, 2014, 01:22:21 PM »

My only complain is multiple battles then fighters retreated or completely disabled without carrier deployed. They get free full squads again and again and again. Magical carrier out of combat area repairs and fix all for free and in instant time before next pursue battle. All these fighters disabled or destroyed last battle and next pursue battle they all reassembled and with full crew. It makes no sense to me especially then fighters dont have anymore spare craft in combat area but they still "resurrected" next battle. CR 0  mean fighters dont have replacement craft but these same fighters already destroyed with 0 CR in battle before and still replaced with new fully armored ones in next pursue battle. Unless carrier deployed and destroyed fighters have free 0 cr repairs anytime. Undeployed to combat carrier must not repair fighters especially then carrier is fleeing in next pursuit battle.
« Last Edit: March 08, 2014, 01:25:29 PM by Vind »
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Alex

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Re: fighters with 0 CR question
« Reply #8 on: March 08, 2014, 01:58:12 PM »

Yeah, that's an issue. Thanks for bringing it up, will take a look.
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