wyvern11 wrote:round by round the cap-ship slowly erodes the attack wings. do take in mind that eventual capitals accompanying the fighter wings get less fire. or ships wielding more cap-ship-weapons are more effective in big gun battles
That's the master plan behind it. =)
A ship like a Boreas using 100% PPC/IBL would not be able to counterfire at all and would have to kill fighters the "old way", destroying one per round.
And if a carrier (or a ship with drones) attacks a more regular M2 - which often equip a large number of medium lasers (CIG) - then a sizable chunk of the M2's firepower can be soaked by fighters / drones.
That's what offsets the carrier's enforced (by me =) reduction of firepower.
The carrier is
actively protected because it's fighters tie a number of the enemy's guns.
The MARS drone principle - just in a strategy game variant. =)
A more tactical game where carriers work
with their fighters. Not just either or.
And the beauty of it is - the X3 AI does not need to learn this. They already do that except that it never had a deeper purpose. =)
yeah maybe you better (for look and feel reasons). but realistically not much fighters return from a determinedly defended capship
It's just no
fun losing 5 (player) fighters to an M2 - because of the micromanagement involved in replacing them.
I saw one LX do 1 million shield damage in a 30 sec round.
So it would take 600+ fighters to one-round an M2... (not counting missiles =)
With 60 fighters you need 10 rounds, during which your fighters are reduced to smoking wrecks, most likely failing to destroy the target because of the erosion of numbers.
I think we need a balancing goal.
X Nova Raider should be able to destroy an M2 of suchandsuch type with Y losses.
Some ballpark values to aim for.
We can use arbitrary mitigation / avoidance values until the numbers
fit.
Then these skill boni can be gained somehow.
Be it by speed, pilot skill, target size class, object class... whatever.
But first we need a clear idea of
what we want the result to be. =)
My first step was merely to assign relatively accurate damage values.
That's a good start because it removes the insane peaks we'd get from the vanilla OOS damage.
But the eventual balance will be... what it needs to be. The damage values are just raw data.
Any carrier users out there?
What is the expected fatality rate (IS) when destroying an M2 solely with fighters?
Ideally a MARS M2 because the vanilla M2 more or less goof around, waiting for the big flash. If they destroy a fighter it's mostly by coincidence.
M7-CF is not that deadly
Hmmkay.
Roughly 40k shield damage from the M7 CF.
So we can probably concentrate on the M1/2 that are bristling with guns.
Maybe assign them a smaller CF.Burst.Length so they'd spread their fire more...