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News:

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

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Author Topic: Kinetic Missile Balancing  (Read 9664 times)

Wyvern

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Re: Kinetic Missile Balancing
« Reply #30 on: September 06, 2014, 03:37:43 PM »

I've no particular problems with missiles as they are now for player use - there are some that I simply won't use due to low ammo count (specifically the harpoon pod and the sabot pod - for a medium missile slot I'd much rather use LRMs, Annihilators, or pulse bombs), but overall they work fairly well.

The problem that I see is that the AI doesn't know what to do with sabots - it treats them the same way it treats harpoons vs. armor, firing sabots off whenever it thinks it's got a good shot at hitting shields.  Which would be okay if they did super-hard-flux that couldn't be dissipated... but they don't.  Limited ammo in your armor-cracking weapons is fine, since your opponent has limited armor.  Limited ammo in shield-breakers, though, doesn't work as well.  Again, the player can manage that limit and get good use out of sabots, only spending them when it'll give you a chance to deal permanent damage.  But the AI can't do that, and it makes AI ships with sabots rather weaker than they should be.

Now, maybe this is a place where the AI can be fine-tuned; we can now mod in per-weapon firing AIs, and attaching such to the sabot launchers might resolve this.  But AI is hard; making the missiles regenerate is much easier.
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Wyvern is 100% correct about the math.

Lucax

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Re: Kinetic Missile Balancing
« Reply #31 on: September 07, 2014, 01:14:37 AM »

Would it be so hard to make the AI monitor the target ship and fire only when its flux is near maximum? This way the AI would be able to cause overloads at least.
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