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C# Mechanics / Re: v2.2.0 Changes Discussion Thread
« Last post by Steve Walmsley on March 13, 2023, 06:32:19 AM »I'm travelling for the next couple of weeks, so there probably won't be any more updates until I get back.
Hey Steve, is there any chance NPR carriers will make a return with the changes to NPR fleets etc? it would be really awesome to see them make use of carriers once more. And honestly having NPR's surprising you with large fleets of missile fighters or beam fighters etc would be really fun. Especially with a missile revamp making their missiles more interesting.
The enemy might use AMMs that are no threat at all to ships though, with warheads with less than 1 damage to make them better at their job of destroying missiles.
They're not talking about the events window, there was a separate window in VB6 that showed upcoming events for all races. It had industrial projects, research, shipyards, shipbuilding, etc for all player races in one window. Very useful for managing plans for multiple empires at once.
Edit: This window in the image attached. Only one race in this example, but any others would be in the same table if "All Races" was selected.
A small amount of damage reduction either through a tech or gained by having some number of armor layers or shields would balance against NPR AMM spam.
I like playing beam only and AMM spam was always an issue, but the new PD and Missile changes look to make it less fun.
The current PD system only has overkill on a volley. It doesn't have underkill as you just kept firing at the next missile until you ran out of PD guns.
The new system appears to have overkill on individual missiles, so more PD is wasted. It will also make underkill more likely as if all guns assigned to kill that missile miss, there is no further backup. So there is more leakage.
Missiles move so fast that using longer ranged weapons isn't going to get you more shots compared to gauss guns.
So PD looks a lot weaker.
Old PD scheme:
number of shots fired on average: 92.1212
number of missiles stopped on average: 18.4002
New PD scheme:
number of shots fired on average: 67.1664
number of missiles stopped on average: 13.4576
PD also shoots so fast and so often that maintenance supply is going to be a problem. I've moved away from using a lot of 5s recharge lasers due to the maintenance costs of rapid fire. To compensate PD ships will now need a good fraction of their tonnage to be maintenance storage. So PD is going to be more costly at the build phase and operation phase.
I agree however play testing will determine if this is the case. This is just my interpretation of how what is written will play out. I hope I am wrong.