Author Topic: Aircraft Implementation  (Read 4858 times)

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Offline Andrew

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Re: Aircraft Implementation
« Reply #15 on: December 11, 2024, 04:47:13 PM »
You can do more camouflage on the ground than in the air, and also a tank is probably better armoured than an Aircraft. I would also be happy with orbital fire against ground units actually being useful rather than a waste of time
 

Offline LuuBluum (OP)

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Re: Aircraft Implementation
« Reply #16 on: December 11, 2024, 08:54:02 PM »

The main thing is that there needs to be a place for fighters to stay on the planet. Otherwise when attempting to leave a particular ground support order, they're back in space and able to be shot at by an invading navy.

Otherwise they're just useless defensively, if you lose control over orbital space. Can't reload or refuel without getting shot down.
This is not something I think is needed. I thnk it quite realistic that aircraft cannot survive in an envirtonment with ships in orbit engaging with light speed weapons, this is an impossible environment for aircraft to operate in unless they can take a hit from a warships weapons , in which case they are not aircraft but large blocks of metal , even a Blackburn Buccanner could not take a hit from a big gun.
I find aircraft being useful against ground based lasers dubious but there is no hiding from space based lasers
The issue is that it makes ground support fighters meaningless for defense if your whole fleet of them are wiped out before ever being used. That's the current state of affairs.
 

Offline Bluebreaker

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Re: Aircraft Implementation
« Reply #17 on: December 11, 2024, 11:22:23 PM »
Personaly I would prefer if ground fighters were just a ground unit that can operate from carriers in orbit
 

Offline Andrew

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Re: Aircraft Implementation
« Reply #18 on: December 12, 2024, 04:50:38 AM »
The issue is that it makes ground support fighters meaningless for defense if your whole fleet of them are wiped out before ever being used. That's the current state of affairs.
I am absolutely fine with support fighters not existing , or if they do exist only being any use to the attacker. So there was no issue with my suggestion. Just others may disagree which is normal
 

Offline LuuBluum (OP)

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Re: Aircraft Implementation
« Reply #19 on: December 12, 2024, 04:50:25 PM »
Fair enough. For me, I just want a system that is practical and useful enough to justify using, and isn't like pulling teeth to use. What that looks like is ultimately up to Steve.

Honestly it's like... the only "sore point" of the game remaining. Wrap that one up with everything else already discussed, and the game is perfect.
 

Offline LuuBluum (OP)

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Re: Aircraft Implementation
« Reply #20 on: January 15, 2025, 02:45:05 PM »
Also worth noting that having it so that fighters being unable to be directly fired upon when stationed on a planet (since, as per game mechanics, ships under 500 tons disregard the gravity constraints of other trans-Newtonian craft and can land on system bodies) has an extra benefit: it makes it so that you can't bypass an enemy system as easily by simply neutralizing its present navy. What I mean by this is that, unless I'm mistaken, presently with how the game works if you destroy all enemy crafts in a system that you can then proceed onward to other systems without dealing with any colonies of theirs still present.

However, if you can't directly fire on fighters present on a planet, then it's possible that any colony could have potentially innumerable fighters (and build even more) that they can deploy against any enemy forces and then retreat back to the host planet where they have both the benefit of STO fire covering their retreat, and not being able to be targeted effectively at a range by guns that outrange the STO weapons.

In other words, it makes it so that a sufficiently-reinforced colony with plenty of fighters and STOs can force a threat to need to mount a full-scale planetary invasion of that colony (or otherwise destroy it) strictly in order to continue their broader invasion of an empire unimpeded. That is to say, colonies gain a greater capacity for system-wide deterrence in the event of a full-scale war rather than simply being able to defend themselves.
 

Offline Andrew

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Re: Aircraft Implementation
« Reply #21 on: January 16, 2025, 02:51:45 AM »
There needs to be a reason why a 500 ton fighter is invisible from orbit but an infantry man with a carbine can be seen,  One of those two should be harder to spot than the other.
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edit:  You could add the tonnage of fighters to the detected ground unit number, and make them as vulnerable as any other ground unit to random bombardment. Which means pretty hard and expensive to kill also likely to wreck the planet and any industry
« Last Edit: January 16, 2025, 03:22:00 AM by Andrew »
 
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Offline LuuBluum (OP)

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Re: Aircraft Implementation
« Reply #22 on: January 16, 2025, 10:49:50 AM »
There needs to be a reason why a 500 ton fighter is invisible from orbit but an infantry man with a carbine can be seen,  One of those two should be harder to spot than the other.
#
edit:  You could add the tonnage of fighters to the detected ground unit number, and make them as vulnerable as any other ground unit to random bombardment. Which means pretty hard and expensive to kill also likely to wreck the planet and any industry
I mean, you're not able to shoot at an infantry fighter from orbit, either. You can just shoot blindly at the planet and hope you hit something, or have FFD on the ground and use them as support. I'm not suggesting anything different.

Just that right now, you can target those fighters directly since they're like any other ship in orbit of a planet.