I am starting to code the new PD mechanics as described above, which of course means I am running into issues I hadn't considered yet :)
So far, I have made the following changes:
- Each Ship Class has a new attribute called PD Protection Priority, with 1 the highest, no maximum and a default of 5. This indicates which ships are the most important for other ships to protect.
- Each Beam Fire Control is assigned a Point Defence Priority from 1 to 5, with 1 being the highest and 3 the default. This is the order in which fire controls (across all ships) are checked to assign shots against inbound missiles.
- Each Beam Fire Control is assigned a Fire Concentration from 1 to 10, with 1 being the highest and 3 the default. If this many shots are already allocated against a missile, this fire control will ignore that missile for targeting purposes.
Of course, missiles aren't always fired against ships. They also target populations and ground forces. STOs can also be used for PD. That creates the question of where populations sit in term of protection priority and also how STO handle fire concentration. I think the latter is easy - they will just always fire everything. For the former, I think the simplest answer is to give the population its own PD Protection Priority. I could make that configurable, although it might be easier to assume that any inhabited world is priority 5 and any uninhabited world is priority 15, or some other number either side of the default ship priority.
Happy to hear other opinions. Below is the current Combat view for assignments
EDIT: I've decided to use the existing Colony Importance field that is used for governor assignment as the basis for population PD priority. I reversed the order so that 0 is high priority, which matches the various ship-based priorities.
This is great news, and thank you for the hard work Steve.
I was wondering if you've given any thought in terms of the layered PD defense and how as a player, and an AI for that matter, you'd really prefer if your long range laser PD shot at the Laser warhead missiles instead of the "Dumb" missiles. It would be cheating to simply "Know" which missiles have laser warheads as there shouldn't really be an obvious way to tell before they detonate, but at the same time, there might be variations in speed, heat given off etc, something that would allow for either a manual, or automatic targeting priority, the latter possibly being that the Long range defense mode gets an increasing bonus depending on how many missiles it shoots down within an engagement or something towards correctly targeting laser warheads. Though, assumptions could be made that larger missiles mean laser warheads in most cases, but a player might exploit this and build size 8 dumb missiles and size 7. 99 laser warheads, and essentially use the dumb missiles as decoys.
I believe that some kind of system here will be crucial in terms of allowing for specific counter-play against laser warheads from beam heavy/beam exclusive fleets, although it should by no means be perfect.
Finally, I would like to suggest the possibility of adding some kind of "Kinetic" kill vehicle warhead that can be used on AMM's. It would increase the AGI or maneuverability of AMM's to a certain point a flat or percentage bonus, to potentially offset some of the need for utter AMM over-match, increasing hit chances against missiles, while the downside would be that it becomes useless against everything except other missiles.
As for the re-targeting device, it might be worth it to simply increase it's cost per missile so that it remains reasonable for a size 6 ASM, but it becomes unreasonable for an AMM in terms of cost. There might also be a limited number of reattacks, an increase in size or a combination of all three.
Thanks again for the wonderful work you've done thus far.