Battle viewer feedback in Beta 6...

These are my observation from tinkering around with the battle viewer and trying different things.

 

Selecting ships that stay as a group will make you win allot more so designating ships as Capital, Escort and Guardian is the best and most efficient option.

 

Ships suicide themselves when fighting with a starbase, even support ships do this. Long range and support ship should stay behind the starbase while escorts and defenders screen it, but never should they engage the enemy and leave the area of protection of the starbase.

 

There need to be more tactic in the battle viewer. Right now ships just rush straight in without regard of ranges or anything. Ships with long range weapons do not seem to even wish to stay at range to snipe at their targets.

 

Small, fast and maneuverable ships just move super fast straight into enemy fire without any regard of their own safety. Fast ships MUST move along the flanks to protect them from the majority of the enemy fire and NOT engage until your capital ships engaged. If you only have fast nimble ships they should still try to outflank the enemy.

 

The way I see it is that larger ships is more or less always more powerful than smaller ships because of above behavior such as no regard for range and that there is no penalties for ships shooting behind them.

 

I suggest that you introduce a simple mechanic where ships get full range on their weapons when fire straight ahead and up to 25% range of fire them straight backward or the power of the weapon is reduced or both range AND power or it can depend on the weapon type. Something that make smaller more maneuverable ships important.

 

Introduce super heavy weapon that can't fit on smaller ships with different traits, such as super inaccurate at maneuverable targets but devastating shooting at larger ships. Something more is needed to make the tactical battle viewer harder to predict.

 

Ships should try to stay away from effective enemy fire and if the above is introduced ships would also have to divide their fire up among many different ships, they hardly do that now.

 

My conclusion is... there need to be something more in the battle viewer. Ships just act like kamikaze pilots trying to shoot at whatever priority they have at point blank range.

 

I would like to know other peoples experiences with the battle viewer and if they are similar to mine...

15,350 views 3 replies
Reply #1 Top

I'am on your site ;)

More tactical deepness would be great. 

 

1. Flee Option

2. Formations

3. Tactical use of weapons range --> most important thing because for what you research a special Boni for a weapon or anything else if all ships do the same?!?!?!

4. Fleet behavoir (passiv, aggrassiv or something like that)

5. The possibility to say one ore more of my ships in Fleet to attack one special Ship of the enemy fleet or something like that

6. I lttle more outzoom possibillitys (in max. outzoom often I cant see any ship in fight because the ships leave the Monitor :) )

Reply #2 Top

I like the battle viewer; it's pretty and the big fights do begin to creep onto the epic end of the spectrum.

However, my inner grognard sobs at how dumb most of the ship types behave, charging into certain doom without a care in the galaxy.

The battle viewer is pretty and still somewhat satisfying but my god you're never going to see anything even remotely resembling clever maneuvers: CHARGE! is about the only command they seem to understand.

Reply #3 Top

Yes... I agree it is fun to watch... ;)

 

The problem become when you figure out which classes of ships is more important... both weapon combination, size and type. The all become multipliers in your favor and make battles too easy to win.

 

That is why I suggest more tactical options and better AI combat movement so battles become less predictable and each ship size and class as well as weapon type become important in some form. They should move away from the pure rock/paper/scissor mechanic by also introducing different type of weapons.

 

So a Railgun can be a huge spinal mounted gun which do 50% more damage but drop of in damage and range much more as the angle of attack from its front decline or a turreted heavier version that have less decline in power and range as the angle of attack from the front of the ship decline. I really think this would be a relatively "simple" mechanic that would add allot of flavor and versatility to different ship types.

There are no need for firing arcs or some such, just figuring out the angle of attack in relation to the front of the ship and do a simple calculation of range and attack strength from that point based on the weapon types on the ship.

 

Example...

Spinal Mounted Railgun

Mass: 24

Attack: 10-0

Range: 600-0

The attack means that it does 10 damage to a target at zero degrees to its front and 0 damage to a target in its rear.

 

Turreted Railgun

Mass: 28

Attack: 8-6

Range: 500-300

This weapon do less damage to frontal targets but more damage to targets in its side and rear, it can also engage target at further distance on its side and rear.