I personally don't think the fighter tactic is a problem - I imagine they're pretty fragile if they're that fast. Another thing to keep in mind: IIRC, Steve wanted Aurora to be less choke-pointed than Starfire. So the 3rd suggestion would be to disallow movement at all during recovery, but I think that would probably be excessive...
100 ton interceptors, pretty much the definition of fragile. But, at that speed (37500 km/s), they transit and evade without much trouble. I ran 10 of the interceptors (two scouts, 8 strike fighters with 3xstr 4 missiles) through (used a save game, just to see if the results matched theory). The ten defending NPRs got off one salvo (ASS was active, I had poked them to make sure of that for purposes of the test), killed 2 of the fighters, and then didn't get another shot. The fighters ran a short distance, the NPRs quickly stopped pursuing and fell back to the jump point. The fighters returned, launched, killed two ships and ran back through the jump gate without any further harm. That's a single squadron, 1000 tons (one hanger deck). My current supply of small craft support tenders would have been able to bring 6 such squadrons, and that would have cheaply cleared the jump point.
Sending in the fleet, and letting the defenders get one salvo off, it stripped the 8 layers of armor off the 6000t destroyer they focused fire on, no internals. So, trying to sit and survive long enough to get the sensors back online would have killed the fleet, I think. Or at least gutted it.
If I'm reading your notations on the mine correctly the active sensor is set to Resolution 180, detects 9k ton targets at 800k km and fires the submuntions if a valid target is within 360k km... correct?
What is the sensor configuration of the attack munition? Looks like it is set to attack at 360k km and can see targets out to 1.1m km but I don't see the resolution.
I have a feeling that Steve will be making changes to missile and parasite launchs in relation to jump delay.
Notation I use is 'Type of munition' 'Size and generation' 'Warheads' 'Duration' 'Active sensor range' 'Thermal sensor range' 'Max Separation'.
So, Captor Mine, Size 5 gen 1, submunition warhead str 4 x 4, duration 2.9 months, Active sensor range 360 km (resolution 100, undocumented, but these were custom built for the defenders I had previously scouted), Thermal 9k (I don't recall why, now) and a max separation range of 800k. I think it had some armor as well, but they never took fire.
The submunition (SBA for a submunition with active sensor, it would be SBM without sensors) has the same sensors as the CM. The 1.1m km range allows for high speed targets, so they can't simply run the SBM out of fuel. Some of the destroyer sized ships the NPR used were seen to go just short of 10k km/s.
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The fighter swarm rush tactic is a legitimate one, and while hard to defend against, it doesn't violate the spirit of the game. If the defenders are gonna sit there when there is a jump gate on both sides of the point (they built them, so they definitely know about them), and let me send a swarm through, that's just too bad for them.
Minelaying and instantly jumping back through the gate to safety, that's a tactic that shouldn't be possible, given the way the game seems to be intended. So, now that I know it works, I'll toss it aside. I could keep using it, but what's the fun in that? Oh, and I've seen an NPR do this, a scout jumped in, I went active on the jump point defense platforms' sensors, and the scout jumped right back out.
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Posting a comment in the suggestions thread pointing back here.