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    Rendii Interceptor 3.0

    Game version
    0.201.126
    The Rendii Interceptor:

    In a universe where massive offensive punch and sturdy defenses are the order of the day, this light interceptor may prove a different answer. Designed to be deployed in squadrons of five, these fighters are both fast, maneuverable, and very stealthy possessing both permanent jamming capability, but also electronic countermeasures to prevent missile lock. With a top speed of over (175m/s game units) these fighters are the perfect scouts for mapping out star systems in preparation for moving your fleet through them.

    Equipped with a light (40 damage) autocannon, these ships do not pack much punch, but deployed en-mass can eventually swarm an enemy light capital ship to death. A squadron of them should be a match for one of the heavier-hitting fighters other polities use, while at the same time being somewhat cheaper in materials.

    To attain these levels of performance, a certain amount of pilot comfort did have to be sacrificed. The cockpit is exceptionally narrow, and while it offers a reasonable degree of protection,does limit the field of view somewhat. The fighters are primarily designed for carrier operations, although they are equipped for planetary landings as well. Their atmospheric performance is somewhat comparable to that of other fighters equipped with airfoils, although inexperienced pilots should be cautioned against giving the engines full power while in a friction-positive environment.

    Rendii Interceptors come equipped with Level 3 Jamming, seal-able canopy, top speed reactor support, engine cutoff and deploy-able landing gear, basic shields (2000 capacity) and a light cannon. Interceptors are not recommended for implementation against forces equipped with substantial sensor capability, or optimized for anti-fighter support.

    **Post Combat Trials update**
    In the game's current state, battles between fighters which lack missiles can take hours, as expected, so equal fights between fighters became tortuously prolonged.
    5:1 ratio of interceptors to other fighters yielded a decisive victory to the interceptors.
    four squadrons of interceptors was eventually able to wear down the Vigilant class DD, although they took heavy losses.
    Five squadrons of interceptors and a torpedo frigate were able easily to take out an Enlightenment BC and a Vigilant DD, although the fight may have been thrown by the AI failure of the Enlightenment, it just began spinning aimlessly.

    NOTES ON FLEET IMPLEMENTATION:
    The AI does not seem able to use the jammer, even an "always on" jammer. While I recognize that this might make these fighters VERY powerful, lacking both that capability and the ability to prevent missile locks through the ECM portion of stealth severely hampers these ships. In testing, the one ship I was in was ignored by the enemy capital ships while stealth was on, allowing me to (slowly!) get through to reactors.

    Any hit with any large weapon will practically destroy one of these fighters.

    The AI for ship to ship combat Desperately needs an overhaul, as does the guidance code for missiles (the capital ships couldn't seem to hit each-other with lock-on missiles from optimal range except for 1/10 of the time.)
    Author
    Ixalite
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