Posted by: captainwolfer
« on: January 17, 2021, 12:42:38 PM »Ok, it seems I need little help how to build good PD lasers or gauss cannons.The problem is that jumping through a gate is equivalent to a standard transit, which prevents ships from firing for as much as three minutes. See the following:
My firigates and corvettes are unable to fire and I only get "Tribal 003 is preparing to fire but her weapons are not ready yet". So it seems only my destroyer with 15 cm laser is able to fire and none from smaller gauss or 10 cm lasers. It is because enemy uses 44,400 m/s missiles and my range on gauss is only like 30,000 km and 128,000 km for lasers?!?
I believed that they could fire even one time, but it seems all my PD guns are useless and only bigger guns fire. It's like 90% of my firepower is useless now. I really have to go back to drawing board and design my ships totally new way.
I jumped through gate, but is normal that even after one minute they canno fire at all with their PD small guns.
Quote
Jump Point Transit ShockIn short, if you think it is possible that there will be enemy ships on the other side of the jump point, you should always use Squadron Jumps.
When a ship transits a jump point, it will suffer jump shock. This temporarily disables active sensors, fire control systems and jump drives.
A ship making a standard transit will suffer a delay equal to: (120 seconds + Random 1 to 60 seconds) * Ship Bonus.
A ship making a squadron transit will suffer a delay equal to: (20 seconds + Random 1 to 10 seconds) * Ship Bonus.
The ship bonus is equal to: 2 - ((1 + Crew Grade) * Morale * Overhaul Factor).
For example, if a ship has 100% morale, an overhaul factor of 1 (which is normal) and crew grade of 10%, the ship bonus would be (2 - (1.1 * 1 * 1) = 0.9. So any delay would be multipled by 90%.
The length of jump shock for NPRs is halved. This is to compensate for the fact that humans can make much better decisions in this situation, in particular with regard to ensuring the right mix of jump ships and warships is available in the right place at the right time to take advantage of squadron transits. If I get around to coding more detailed strategic decision-making in this situation for NPRs (not a priority for V1), I'll make them the same as player races.