Thread for discussion of changes announced for v2.2.0. Please do not post bug reports or unrelated suggestions in this thread.
About new missile Decoys and ECM and planned fragmentation warheads.
New ECM mechanics are way to go. It is brilliant.
I suggested flak with hit chance to all missiles in group and shipboard decoys that would give % - percent chance to "dodge" icoming missiles for 1 or several time increments. Usable once or more. In another post several years ago.
So here are more suggestion cause this is IMO what is needed to bring this game to nearly perfect state:
1. Keep old missile ECM mechanics while adding the new missile decoy mechanic. Its player choice then.
2. Fire "Smoke - sensor disruption cause muzzle fire" Area. Too many ships firing their defensive - Point Defence guns in same time increment in same squad lowers hit chance. This gives a reason to split fleet balance-wise.
This chance should be A per gun fired per barrel in 5. sec. SquareRoot (A *3,2) Hard Capped at 40% multiplicative reduction from original hit chance.
A = number of barrels in gun fired.
Hit chance = Hit chance * Math.Max ( 0.6f , 1.0f - Math.Sqrt (A * 3.2f) * 0.01f )
3. Same mechanics can be applied when guns are firing at hostile ships.
Tip: Use lookup table since Square Roots tent to use relatively large amounts of processor compared to other calculations.
4. Increase EM, Heat, and Active sensor signature when there are more than 1 ship in same place - I mean squad.
Same formula as 2,3 capped at 75%
A = number of Ships , in case of Heat with active engine
Sensor Profile = Sensor Profile * Math.Min ( 1.75f , 1.0f + Math.Sqrt (A * 22.5f) * 0.01f )
Reason: lone ships are harder to detect than multiple suspicious DOTS on radar moving together. Always. Size of detection profile is not important.
5. Engine boost for a limited time. Usable once per maintenance cycle. so Military ships with fuel efficient engines and fast engines - fast only for 1-2 minutes when boosted. And fuel guzzling. I leave formula to your imagination. Think about afterburner. Missiles do not need this since they can be multi - staged.
AI would have 2 options. Use on retreat and use to close distance and attack. - beam ships.
Button can be added near raise shields - engine boost.
This implementation is easier than implementing multiple possible types of engines turnable on/off IMO.
6. rename beam fire control to direct fire control. I wrote this at least 4 times.
7. make 1 squadron size ship jump drives more feasible. Think about Star Trek ships.
8. leaky shields. I tested this in my mod Djas extended or whatewer was the name for Space Empires 5.
Its a great thing.
Formula: - example:
If ( (remaining shield Power / 3 ) < incoming damage)
then { remaining shield Power Acts as - is blocking only
is blocking only = 1f * (remaining shield Power /3) / incoming damage
remaining shield Power Acts as = Math.RoundedUp ( remaining shield Power Acts as * is blocking only )
while rest of damage is going to armor
} else {
do normal stuff
}
You can obviously replace number 3 with global constant variable
9. Launching parasites - fighters should have delay. If its not implemented already. Representing carrier group forming up.
Do missiles need active sensor lock? If I launch missiles or mines with thermal sensor only will they hit a target?
10. If these suggestions are too unrelated Im sorry I should post this to suggestions then.