dtpsprt wrote: ↑Fri, 8. Jan 21, 15:57
Fleet combat? This is just one sector. Fleet deployment? What Fleet deployment when the Fleet will not stay together just because some of it's ships can follow the Highway and some can not (and that not even taking into account what happens when they have different traveldrive speeds (and Egosoft made certain via algorithm that even the same ship model with the same engine will have small differences in their statistics simply because two parts cannot be identical)?
This is why game design for X series is so hard. A lot of people with opinions who haven't played a lot of another type of game.
Play more wargames. Heavy war simulation wargames.
There is VASTLY more than "just one sector" to fleet combat.
Flanks exist. Supply lines exist. Retreat and reinforcement are things that exist in real wargame simulators. STOP is a thing in real war simulations. Simultaneous Time On Point. You come to that single sector through every available gate, ensuring there are no reserves nearby, you time it so that the track from there to the estimated locus of action of the opposition are equal no matter what route your forces too. Seeing attacks from only the front portion, you lure the enemy to attack with their superior force, leaving their rear ignored. Every gun is pointed on way.
Then your other forces come in from behind, to fire on the undefended rear and the weak rear portions of the emeny hardware.
They turn some around to present a threat to slow your rear assault, but now your flanking forces arrive and in turning, the enemy presents firing solutions on the backsides of the ships trying to turn, slow as they are because they have to turn around and present to the aft forces, meaning a change of velocity, passing through zero.
If you arrange your timing correct, and set up the lines right, you can win in a one-on-one fight at a two to one disadvantage, or win with normal superiority of forces (a third more and up) with minimal losses.
Having denuded the enemy, they need to flee. Your tactics then denote whether you will give them an out so they do not try to fight their way out or whether you exterminate all threat. If they leave, and you guessed their retreat lines, you can follow them back to their source and remove that as a source too.
Of course a lot of this isn't possible in this game YET, but some is. The rest require a more complex decision matrix for AI, and all of it require better autopilot pathing and threat decisions. If you are fleeing, you don't want to flee through the engagement zone of a destroyers' batteries.