Strike Craft Tweak

A little re-work to perhaps help game balance (Longish post)

Hey all,

Now normally I don't do this as the majority of players (including myself) have little idea about what is possible under memory limits, programming times and everything else that is needed to edit or build a game. I have some programming knowledge but no modding experience so I will simply put forth my idea and then y'all can ignore if it is terrible.

The problem my idea might address is the issue of LRM/Bomber spam with fighters as the weak point in the flak - fighter - bomber triangle (with fighters also countering LRMs).

My idea is simple. No major changes to armour or weapon types, no re-thinking old counters or new ships or anything like that. My idea is a little tweak in the strike craft department.

What I think we could tweak is the speed at which strike craft are built.

At the moment, bombers and fighters are built very very quickly. So much that, with enough carriers + AM, squads are built almost as fast as they die. IF we slowed that down a fair bit then each bomber squadron dead would feel that much more dead. Suddenly, with a slight buff to their longevity, fighters become viable. A good fighter cloud can move in and kill the bombers and if those bombers are not built again very quickly then the skies remain much clearer. Actually you may (for a short time) really have clear skies.

Of course, the enemy can do the same and so fighters become more common.

With fighters more common and (with that little longevity buff) lasting longer, LRMs become a little less viable. Now another counter to this would be to build enough flak to shoot down the fighters and then bring in the bombers, but hey thats strategy right? And with more resources going to flak thats even less going to bloody LRMs.

This might help carrier cruisers too as AM won't be the only factor in building SC.

So in conclusion, perhaps slowing down the rate at which bombers and fighters are built and a buff to Fighter hp, we might get some more balance in terms of the Flak  -Fighter - Bomber situation
                                                                        \ LRM

16,182 views 5 replies
Reply #1 Top

It works out well. We did some of this in Distant Stars, especially with the Capital Carriers as they have no AM penalties.

Reply #2 Top

I basically went on a campaign to have this implemented in the last patch where everyone was voting on stuff.I even made a mod with it included and NOONE(basically) supported it even tho all my tests were extremely promising so.... good luck.

Reply #3 Top

Actually what I did was increase battle penalty and left friendly well build times alone for more strategy.One could retreat carriers and rebuild fleet in friendly well much faster at the expense of am(100 for jump).More strategic options with the ability to kill sc in battle.I also made an adjustment to fighters hull(increasing them) just to the point where they could kill some lrf with equal number of flak around before they were wiped out(when they got killed they stayed dead with slow rebuild and flak still around).It solved the lrf problem and the carrier problem.I never got to test it in large numbers but worked great in smaller numbers.

Reply #4 Top

Yea thats sorta the basis of what I'm thinking. The problem with fighters now is that they are too weak to do their job with lrms and their other purpose is impossible (clearing the skies of something that is built for free on the battlefield at high speed).

 

Reply #5 Top

Of course, it would be a buff to Anima Tempest, Rapid Manufacturing (which are both ultimates and not OP) and Scramble Bombers (@#&^*!!). But if the latter was nerfed then it would work.