fleet defence

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reqw
Posts: 101
Joined: Sat, 13. Jan 07, 15:23
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fleet defence

Post by reqw » Wed, 17. Jan 18, 07:13

My biggest concern is will the ships and fleet actualy defend them self in a decent way when they get attacked?

And that stray shots in a fight not triggar a to sevear actions when that happened.

ZaphodBeeblebrox
Posts: 1826
Joined: Mon, 10. Apr 06, 20:35
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Post by ZaphodBeeblebrox » Wed, 17. Jan 18, 12:39

I think that Egosoft need to work hard on fleet behaviour.

From Wikipedia: Naval Tactics.

A central concept in Western modern naval fleet warfare is battlespace: a zone around a naval force within which a commander is confident of detecting, tracking, engaging and destroying threats before they pose a danger.

As in all forms of warfare, a critical objective is to detect the enemy while avoiding detection.

[Edit] Anyhow....

My Imagined Fleet Behaviour.

I think of a fleet on patrol as ships moving in formation and exhibiting a set of coordinated behaviours.
All small ships are carrier based. They are deployed from the carrier and return there for supplies and repairs.

Its easier to think of "spheres of influence" a set of concentric shells in which ships of different types are found.

In the outer shell we have the scout ships such as the Argon Discoverer or Teladi Kestrel.
These ships need to be equipped with the best scanners available, those having the greatest range.
Their ideal positions would be north, south, east, west, front and back. Their job is to detect
and report any enemy sightings. It is not their job to engage but merely to gather data.
The scouts ships would launch spy drones to ascertain greater information about the enemy.

The next shell would consist of the smaller destroyers and missile frigates.

After that comes the larger destroyers.

Finally at the centre of all this are the carriers.
Carriers can carry both Small and Medium ships. In my opinion a carrier needs to be able to repair the ships
it has onboard.

Once the enemy is spotted and intelligence has been gathered the fleet commander decides on the appropriate actions.

There very first act is to report to the commander in chief, yeah that's you.

After that the fleet commanders job is to decide what force is appropriate for any given enemy.
So the response may range from a wing of small fighters, a wing of medium fighters with small fighter support,
a wing of small destroyers and frigates with medium and small fighter support all the way up to the entire fleet.

Given that we now have the new map and can have greater control over how a fleet operates we may never want to leave
the fighting to the AI. However this may not always be possible so it would be nice if the AI was at least fairly competent.

Of course, all of the above, is predicated on the fact that the fleet commander can build attack wings on the fly.
Then set an attack leader and all of the various wingmen. Once the engagement is complete the attack wings then need to
be reintegrated with the fleet.
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csaba
Posts: 1251
Joined: Fri, 26. Aug 05, 22:39
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Post by csaba » Wed, 17. Jan 18, 19:21

Fleets in XR do a half decent job defending against enemies. Escorts tend to arrive before your trader gets blown to bits and out of zone (non animated fights) friendly entities close together share the received damage meaning a low health trader would barely take damage with 2 healthy destroyers backing it up. Their damage output also combines which helps tremendously.

Escost ships tend to lag behind as in the leader jumps then the escorts follow after calculating the leader's position. This happens when jumping or boosting to different zones. This I would like to be changed.

Stray shots are less common. Distances are larger and stations are less "volumey" (more narrow). Also if let say a stray missile swarm kills a friendly small ship it wont incur a penalty if it's an instant kill since the ship doesn't have the time to comm the local authorities of it's demise.

In an unowned or player zone the penalty is less for damaging friendlies since less info gets out. Even in an NPC zone a station might turn red and -30 rep but if you fly away this temporal rep change wont last and you might only get -10/15 to your overall rep with said faction.

The only issue is with enemy small ships when flying around friendly stations. You don't want any of your capital ships near a place like that when you are in the zone and attacks are animated. This also needs a fix where capitals would either stop firing after a warning or set them to have an attack exclusion zone around friendly stations.

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