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Currently there's basically two range levels. Long range weapons (range 75-90) include heavy mount cannons/beams, torpedoes, fighters, and fast missiles. Short range weapons (range 50-60) include normal cannons/beams, normal missiles, and splash damage weapons. Mauler device is an exception, having an even shorter range and extremely high damage output with a long cooldown.
Cannons fire faster, beams are slower. Some weapons are shield piercing but do significantly less damage overall than other weapons at the same tech level (the shield piercing ones also have slightly less range except particle beam).
The difference with missiles and torpedoes is already apparent, with missiles being subject to PD and ECM jammer but being guided, while torpedoes are not. In this case, it's actually the torpedoes that are long range, though missiles can be given the Fast modification to increase their range as well.
Fighters have the longest range, but due to the sniper issue I mentioned above, their range is not that much longer than other long range weapons.
But now for the two main problems that you mention.
However, I had foreseen that the battlefield would be to small for range 200 weapons. I had hoped that you could further enlarge the battlefield to allow space for these long range battles.
However, I don't quite grasp the problem with specialised AI ships. I usually focus my ships into a certain role, for instance long range beam weapons. I won't add short range beam weapons to such a ship as those weapons won't be used efficiently in combination with the longer range weapons. I won't add fighters to such a ship as the ships specials are designed to optimise beam weapon fire. I won't add torpedoes to such a ship as they are shorter range and don't benefit from the beam specials that I added.
Now you're saying that it's better for the AI to build ships with a variety of weapon systems. I don't quite grasp why. The long range beam weapon ship that I just described is purely specialised, but is suited to deal with all battlefield situations (It does have pd-weapons). I usually at some other specialised ships to my fleet. For instance a ship with a wide area ECM jammer to support the entire fleet. But that's not even required to build a decent fleet. It's just an extra for a great fleet.
Why should the AI build ships with mixed weapons? This is indeed a bad idea if those weapons vary greatly in range.
I envision an AI building a fleet with long range artillery ships facing another AI with a fast fleet of short range beam weapons. Who will win? If the balance is right and the fleets equal in size, then that won't be clear.
For every ship strategy, there's a counter to it. If the AI is just loading up on all missiles, you can throw on some jammers and PD, and they won't stand a chance. So even with ships like the Alkari and Trilarians that do prefer those long range missile ships, there are other ship designs available for them to build too.
Perhaps the biggest issue with the AI though is the tech they research. If they're specialized for missiles, for instance, what if they don't have the latest missile tech? Their ships may be quite underpowered compared to other ships. I can put in a line for their race that makes pulson missile a "preferred tech" (and I have), but they may still choose the other tech or choose to research a different part of the tech tree entirely.
By having other designs available (and the extra ship hulls I added help with this as well), the AI will build whatever available design has the best stats. So I give the AI all a preference for certain designs of ships, but I don't restrict them to that design in case they don't end up with the right techs (researching the right specials is also an issue). With an uncreative race like the Klackons, this is even more of an issue; they have to take what they can get. It also adds a bit more unpredictability to the AI if they've been using a certain design against you for a while and you're countering it, but then they fly in with some new ships using different weapons/specials.
I have tried to make unique designs and themes for the AI as much as possible. I try to give each individual ship design a "theme" of sorts, be it long range beams/cannons or torpedoes/fighters or lots of missiles, and I try to make certain things a theme among a race's design, like the Darloks using cloaking device on all ships for instance, but for the reasons mentioned above, I have to allow the AI some versatility.
I do agree that a race shouldn't exclusively specialise in one type of vessel. Although I do think that each individual vessel should be specialised towards one type of weapon. You can just create more efficient specialised ships that only need the special systems to support one type of weapon.
However, if it's not possible to change the starting position of ships in a battle, then my dream of a battle with extremely varied weapon ranges is impossible. Ships do need to start at a distance greater than the longest range weapon. How was the starting position of the star base in battles changed?
By the way, I do appreciate all the variance you already created in battles. Thanks.
Good call to change that. But of course, it's not the more detailed battlefield manilpulation needed to change the entire position of two combatting fleets. So a pity, but the modding possibilities don't allow what I had hoped.
Thanks for thinking with me.
I think it would actually improve their utility. Currently, ships release their first volley of torpedoes at long range so a lot of them will miss because they're so slow. You generally don't get much joy from firing torpedoes at long range anyway.
It would be better IMO to have ships only release torpedoes at closer ranges (wait until you can see the whites of their eyes!). Then they would miss less often and you'd have more incentive to put torpedoes on faster, more manoeuvrable ships that can close in to compensate for the slow, unguided projectile.
It also makes sense for ship design because torpedoes are supposed to be used to counter those big, slow enemy capital ships right? Having small close-range torpedo bombers as a response to large, long-range heavily armoured capital ships is a classic ship combat scenario.
It's the same premise that underlies bomber fighters and heavy fighters: quickly get in close to drop a high damage but short-range payload on a much larger, but slower target. Just scale that up so we can use our frigates and destroyers against Battleships and Titans the same way.
Loadouts focused on semi-guided torpedoes seems to be uber weapons against all medium and big targets. Are there any counter-measures against them?