The only ships that maintain extreme distance to the target are the Sucellus and the Balor. Both because their long-range weapons can do more damage per time than all of their other weapons combined. Also, the Sucellus turns very slowly, and if it's far from the target, it has to turn less to cover more area. (That was a actually the reason why I experimented with increasing the IHC range in the first place.) The Balor, on the other hand, is very fragile, and the benefit of its moving to turret range isn't worth the risk, in my opinion. The only turrets a Balor has are HIT/MA, and those don't do much damage. All other ships should close to turret range. I quite like how that works since ships play to their strengths more, and have clearer roles.Conbadicus wrote:I can't remember about the Taranis, but I think it came back slowly. I think my biggest issue is that they are being too cautious staying out of range. My squad could have wrecked that tit very quickly if they came in for close attack and utilized all turrets.
Didn't touch the firing scripts at all at the moment, so that's full vanilla. That said, I do see a lot of blown up surface elements, although that could be due to the quantity of fire that the Balor outputs. If you want surface elements prioritized for firing, you could try cicero111's Better Turrets. It's compatible with this, although I don't know if it'll still work ok since it hasn't been updated in a while. Reasoning above for why I don't think the long-ranged ships should move in.Conbadicus wrote:Is the targeting of components automatically? Perhaps a 5 star defence captain can purposefully target the enemy turrets, then once a good % of them are down the captain can bring the ship closer for more dps?
Right now, they retreat based on shield percentage thresholds depending on the captain's background. An Argon captain will retreat when shields are at 20% and will move to re-engage when shields are at 40%. Teladi captains retreat when shields drop to below 40%, and will only attack when their shields go back to 80%. Split captains will retreat when their shields are fully depleted, and will attack when they regain 10% shield strength.Conbadicus wrote:How does the script decide whether they feel threatened? Perhaps it can be "DPS" based? Do the tools allow a measurement of how fast the Shield is dropping? If so, essentially that above thing can work. Perhaps a good captain knows that the DPS on themself is manageable for a while in order to get in close to use more turrets.
I am wondering about your Taranis. They get in pretty close. It's possible that the shields of your Taranis went below retreat threshold, and didn't recover enough for it to re-engage. I like using Arawns and Stromvoks for this. Arawns because their shields can take a lot of pummeling, Stromvoks because they're fast enough to keep a ship's turrets from concentrating on them, and hardy enough to keep from getting blown up long enough for the long guns to take a target out. Haven't played with the Argon ships yet, though.Conbadicus wrote:I'm liking your Mod, mostly because it gets my ships to the target quicker than waiting for them to slow travel.
Also, about the boosting away thing - No, the ships stay out of range, but I was thinking if they did get in close to lay on some damage, they would then want to boost away. etc. Otherwise the blast doesn't touch them.
ps. Woke up this morning with an idea of exactly how to implement moving away from a target when it's destroyed, before it explodes. Checking out some numbers, though, it doesn't look like it's necessary because even Stromvoks, whose longest ranged weapons are Plasma/MA, stay far enough away that they don't get caught in the blast radius. (Turns out the blast radius isn't all that huge.)
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@birdtable, it's all in good fun.