yes just get missile and missile combo with 100% and with a powerful enough one you should destroy all enemies within 1000ms
1. Make it bigger, it has less reload speed and lower number of missiles. Make it small, you dont have enough damage to kill more then a fighter.yes just get missile and missile combo with 100% and with a powerful enough one you should destroy all enemies within 1000ms
True. But, think about it. Your capital ship has, built in, a very large, dedicated, anti-fighter weapon. That's all space that could have been dedicated to anti-cap ship weapons. So it should be able to massacre fighters, because it's a very big, very powerful, very expensive ship purpose-built to do that. And it's comparatively weaker in a cap-ship fight than an equivalent cap-ship that put, say, cannons there.yes just get missile and missile combo with 100% and with a powerful enough one you should destroy all enemies within 1000ms
That is 100% false. The size of a weapon system won't change the reload time or the amount of missiles fired at all, assuming that you're also scaling up the slave system at the same time (for the missile count). But apart from slaving cannons or damage pulse to the missiles, there's absolutely no way of changing the reload time.1. Make it bigger, it has less reload speed and lower number of missiles. Make it small, you dont have enough damage to kill more then a fighter.
It is false under the current system, yes.That is 100% false. The size of a weapon system won't change the reload time or the amount of missiles fired at all, assuming that you're also scaling up the slave system at the same time (for the missile count). But apart from slaving cannons or damage pulse to the missiles, there's absolutely no way of changing the reload time.
Oh, you were suggesting that this is how it could work? Sorry, I missed that part.It is false under the current system, yes.
I personally dislike the idea of artificial limitations. While I don't have an idea of how a potential system could work, I believe that players shouldn't be limited to the amount of bobby AIs they can use for the simple reason that using more might be necessary.As I am reading this a thought occurs to me regarding AI swarms. As the AI becomes smarter it becomes more and more apparent that swarms are a valuable offensive/defensive measure. Therefore, have a variable attached to the player which limits the number of active AIs they may control at any one time.
Example:
Limit of 50 Bobby's per player
I have a drone ship with 48 drones in it, hence I have space for basically one more AI turret or drone on this ship. Were I to change my vessel and enter say, a Destroyer class ship, the cores I have used are then reset to say 37 which is the number of turrets + the central core. This change occurs when entering a new ship core, so just leaving and coming back to the ship wouldn't change anything if you're at limit you'd be unable to place another AI block.
Regardless of how big the ship is, I'm limited in the number of turrets or otherwise AI controlled entities available to me. This could be changed in the config file and would otherwise keep a tight leash on swarms in general.
Even without superior AI this would probably help a great deal with lag in general.
Lastly, I agree AI must be feasibly less accurate than a player but still be able to hit reasonably. 10% is pathetic, but 65% is more manageable. Less lag on the player end means of course that with the higher accuracy the AI still won't get the edge unless your computer sucks. Because hopefully you can hit more often than 65% of the time...
I'm not (generally) a fan of limitations either, however in the context of a game limitations can be quite fun in themselves if not add to the fun.I personally dislike the idea of artificial limitations. While I don't have an idea of how a potential system could work, I believe that players shouldn't be limited to the amount of bobby AIs they can use for the simple reason that using more might be necessary.
Something like a control system with enhancers would be a better idea imo. We could even have a system that has the "control ship" be controlled by AI, in case the player want to have fun and fly a fighter (with a range limit ofc). Just throwing ideas out there.
The only ship I know that might unleash more drones would be my 2.2K carrier, which is designed to carry more than 2200 drones. Unleashing them all would mean a server death, and if the server for some reason survives whatever opposed it is going down.(Which isn't quite surprising seeing 1 ship vs. 2200 drones)Has anyone ever actually spammed 200+ drones? I've never seen it. Even on the Drone R&D thread, they generally only use up to 24 or so.
I don't approve of artificial limitations, but I would tentatively be in favour of some sort of AI control block needing to be put on the command ship, draining power and taking up space. Ships with lots of turrets would need lots of AI blocks on them, maybe.
Still, I don't really think it's necessary. Turrets have so many problems right now to balance them (laughably weak shields, slow turn speed, dumb targetting AI, inability to use defensive effects) that means I don't think we need to give them any nerfs. Quite the opposite, honestly.
At the moment I agree, artificially limiting turrets as is would be pointless. However once those issues are theoretically resolved. As the poster above mentioned, 2.2k drones. Yah.Has anyone ever actually spammed 200+ drones? I've never seen it. Even on the Drone R&D thread, they generally only use up to 24 or so.
I don't approve of artificial limitations, but I would tentatively be in favour of some sort of AI control block needing to be put on the command ship, draining power and taking up space. Ships with lots of turrets would need lots of AI blocks on them, maybe.
Still, I don't really think it's necessary. Turrets have so many problems right now to balance them (laughably weak shields, slow turn speed, dumb targetting AI, inability to use defensive effects) that means I don't think we need to give them any nerfs. Quite the opposite, honestly.
If you haven't already seen this. Here's my take on it. The main bit is the AI bit,, that other bit I put in without much thought, and without knowledge that the HP system is already fully planned.Conclusion One: A Functional AI is necessary to allow for swarms of fighters
One issue when people discuss balance is they compare one ship to one other ship. "This titan can generate shields faster than that fighter can do damage! Shields are OP." And that's true--fighters, even damage-specialized ones, currently cannot plausibly harm capital ships.
But maybe they shouldn't be able to by themselves. In most people's imaginations, it is a swarm of bombers that takes down a dreadnaught, not a single bomber challenging the titan and winning. The combined mass of a titan and a horde of bombers have comparable DPS presently, and would be a really interesting battle to take part in, but, presently, it can't happen. The reason for this is that you would need a group of dozens or hundreds of players able to sign in at the same time, in the same faction, and each willing to only fly a measly bomber and not show up to the party in their biggest ship they personally own.
So, in my opinion, the factor fundamentally limiting the usefulness of fighters is not so much math currently (except perhaps some easily-tweakable numbers here and there) but the lack of finding hundreds of pilots willing to be redshirts in someone else's story.
This problem is nullified if a practical ship-controlling AI is implemented. If you, from a carrier, are able to give commands to a large group of bombers (attack that titan, attack that turret, return to the carrier, etc.) then we get the swarms of strikecraft we all want without having to play the game as an extra. Until we have AI, we'll still be dealing with trying to balance unrealistic, 1 on 1 scenarios.